Re: Game world and mapmaking[message #127153]
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Thu, 17 August 2006 22:44 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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buildings tab, locks, right click on existing locks, set trap type to zero and uncheck the "locked" flag
i guess deleting isn`t possible so we`ll work around and clean up all those wildfire templates...
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Sergeant Major
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Re: Game world and mapmaking[message #127158]
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Sat, 19 August 2006 20:25 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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hmmm
it seems, you're encountering similar problems as Az, maybe it has to do with ja2 versions, however for me it made no difference running it "over" gold or old ja2 german versions. and since your mss32.dll works as well, this can't be the cause either
what do you mean by "cannot find any of the tilesets from Ja2" ? the editor can't load them? or else?
i guess you did run it from the .bat batch file so it *should* be stable...
which it obviously isnt't
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Sergeant Major
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Re: Game world and mapmaking[message #127159]
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Sat, 19 August 2006 21:17 
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AZAZEL |
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Messages:750
Registered:February 2004 |
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Scorpion,
need your input here, stat.
Guess I'm spamming too many images here already, but this time it's a backup solution, in case you don't read the maps,'cause I placed enemies and some civilians too this time.Even played the right one, a bridge, road and private beach(spa),chaises-longues and towels on the sand, flanking regulars and mean elite sniper on a veranda...

The map on the left is an attempt to make things a little different, that's why water edges don't look like in the finished map-didn't bothered.A little piece of road could unite the two of them, too.
Anyway, the question is: do I keep forcing those tilesets to show what they weren't intended for, or stick with normal diagonal orientation of the map??
Have a repulsion for originality at all costs, but this time it might be worth it!Especially that there's also another harbour to be designed to complete these 2 maps.
PS:can't think of any reason why you could not load the 2 maps, but in case "world info updated" matters and it's not updated for you, please try renaming them.
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Re: Game world and mapmaking[message #127161]
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Sat, 19 August 2006 22:48 
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AZAZEL |
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Messages:750
Registered:February 2004 |
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@vicky
Make a separate install of the game from CD.Then instal the editor from ja2mods.de (unzip in your ja2 folder).
After,make sure you have custom RR tilesets(in data/tilesets) and ja2set.dat in data/bynarydata, to use customs, or Scorpy's editor won't read them.( the dude has at least 4 separate installs with editor in his machine, and neither of them reads original tilesets anymore-very strange)I suppose the 1.13 code interferes with that somewhere.
Vengeance needs GERMAN.SLF in data folder(the same as the editor,but the editor has a sligtly different german.slf-not sure they are compatible). The extension mss32.dll might not be the same, too.
So,don't make a cocktail of all things you have; don't...your boyfriend's game, edit maps in another ja2 instalation.
It will take some getting used to, but I'm sure you'll get the hang of it.
Cheers.
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Re: Game world and mapmaking[message #127162]
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Sun, 20 August 2006 02:09 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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wow much activity here. vicky in case you didn`t already receive the german.slf file i have it zipped and will email it to you. Yes, custom tilesets would be needed if you want to make the maps for RR. However, first we want your editor to start working, we can bother about tilesets later on, okay?
Looks interesting Az. i'll check that out
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Sergeant Major
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Re: Game world and mapmaking[message #127163]
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Mon, 21 August 2006 05:41 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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made some new snow maps. actually, there's lotsa versatility in the custom snow town tileset as well as the adjoining snow/grass mix tileset
maybe i'll add afew more of those
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Sergeant Major
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Re: Game world and mapmaking[message #127165]
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Tue, 22 August 2006 00:04 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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for me i don't require the ja2 disc for playing or using the editor. the damn editor is a tricky beast, maybe it takes some looking around to find a version that works well for you. kaiden has been working on a new editor too. we can hope for that...
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Sergeant Major
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Re: Game world and mapmaking[message #127167]
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Tue, 22 August 2006 18:58 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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ja2set.dat?
have you managed to get the editor running?
in that case we can continue to install custom tilesets now. I'd have to send you the tilesets and the ja2set.dat
but as long as you're not yet using custom tilesets, this isn't urgent. i can provide the necessary files but they aren't requirements, so if the editor don't work, it's not due to lacking these files.
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Sergeant Major
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Re: Game world and mapmaking[message #127168]
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Tue, 22 August 2006 20:25 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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az
when i tried entering one of your maps (h1,slightly edited) the game exited with a strange error message that i haven't seen before
n2 o1 work though, will test g1 as well and mabye delete some more stuff to get it back working
or do you know what could be the difference between your older maps (g1 h1) and the latest ones ou sent me?
*edit*
both maps don't load in the game but do in the editor. the error message is not the one that we have if tiles are missing
but i'll test if the tilesets are the problem and inform then
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Sergeant Major
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Re: Game world and mapmaking[message #127169]
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Tue, 22 August 2006 23:08 
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AZAZEL |
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Messages:750
Registered:February 2004 |
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vicky,
You do not need custom tilesets for now.You only need a fresh instal of JA2 and the editor we're using unzipped in the JA2 folder.It is extremely stable that way for us.After unfolding the zip archive that contains the editor in the JA2 folder(allowing it to overwrite existing files),
search in the folder for a 1kb file called
"JA2Editor
MS-DOS Batch File"
Double click on it to launch the editor.
Then explore the functions.
There is no manual(instructions) for that editor, AFAIK,but Wodan wrote one for the Map Editor that the MODSQUAD released with the tools they used for Urban Chaos.Functions are the same, but I would not recommend using that one: it is only stable in conjuction with UB weapon mod, otherwise it will always crash.To tell the truth, I still don't know or use all the functions and features of the tool...Anyway, I may still have that manual burned on a CD, I'll serch for it and send it to Scorp, to send it to you.
@scorpion
I have no idea.
Something like that happened to me too some weeks ago, but after pressing ESC to exit, I relaunched the editor and loaded the map in question with no problem and no protests from the program :whoknows:
After numerous tries I think I found a way to picture those dock edges in a satisfactory way.

Custom tropical port used.
Those debris on the edge,followed by vegetation or your "mole" tile.Using that tile at 45degrees on corners gives a great impression of roundness.(radarmaps look gorgeous).
Plus, the fact that the vegetation or fence is followed by those big crates gives an ilusion of volume, of continuity to the hight of the roof.
Of course, I'd still need more crates,the other boats,transporters, cranes to give an industrial aspect...
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Re: Game world and mapmaking[message #127170]
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Tue, 22 August 2006 23:21 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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there is a crane but it's not very sexy and it's huge
if you ask me the dock looks great. i for one would certainly like to play them like that
oh, concerning the maps: the GAME EXE from 1.13 didn't load them! not the editor?
it was complaining about corrupted files or such. extremely weird. i think it might be related to the locks from WF maps and will try if deleting them helps.
as a small hint
some lakeobj. sti files don't fit shallow, others don't fit deep water, always camouflage the wrong ones with a matching one or with high leafs
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Sergeant Major
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Re: Game world and mapmaking[message #127171]
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Wed, 23 August 2006 00:44 
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AZAZEL |
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Messages:750
Registered:February 2004 |
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Editor tutorial by Wodan should be already in your mailbox.
Ja-ja.
That's a sketch, with everything crowded in that corner of the map.If you ask me, there's too much "detail" there already.Rows are too close. You can still pass through vegetation, or those debris that look like concrete fragments from "queen prison" though.
My idea of a decent tileset for ports would be:
-water:"tropical" colour,a little darker than that of "tropical port" or "queen prison", not as dark as "grumm", or "drassen":deep blue.If lighter colour needed some lights could be placed.
-that yellowish debris you used for oil spots or something like that instead of "dry,cracked land" that I used on water edges.(need sand,not that)
-current tropical port floors(those dark browns make a good contrast)
-some furniture,enough for an office or something
-all available kinds of crates, and those smaller yellow boxes.
-that little machine that caries them(available in "queen prison"
-all boats
-that beauty of a white minaret from "arab city", to pose as lighthouse.
Can we assemble that?Erm, I ment "you"
Of course, I could continue that way:it can be said that once somebody is told that's a port, and sees boats these tricky human minds begin searching known patterns, and one ends up creating an complete-coherent image even from unmatching fragments:imagination fills in,with some friendly complicity.
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Re: Game world and mapmaking[message #127172]
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Wed, 23 August 2006 01:40 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i think we can ditch the cranes and industial stuff from that tilesets, you never use so it so it doens't match
if you want a lighthouse, i' ll edit the minarett to a lighthouse. that^ll take some time. plus i gotta check if i have already used coastal port in the current game. if yes only few edits can be made, if no, we can still try around especially since g1 h1 don't load
in fact the light house idea is quite creative.
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Sergeant Major
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Re: Game world and mapmaking[message #127176]
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Wed, 23 August 2006 17:57 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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x-mas would be great. i could make hard copies and give my friends instead of real gifts...
...on the other hand, that is an optimistic guess
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Sergeant Major
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Re: Game world and mapmaking[message #127178]
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Wed, 23 August 2006 23:31 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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good questions. the last one i'm not sure. The features we need are not yet in 1.13. once 1.13 has these features, we'd be smart to use the very latest exe. current exe is older though, this is becasue i don't have the time to update all xml files
yes, i'm planning to change the city borders and names, but again, for this i need a final exe to work with. The city names will fit the scenario
we're working on the strategic map. it should portray the geographical region where the mod plays roughly.
sorry, most of the maps don't work with vanilla ja2 and the other maps you can take them from ja2 vengeance mod if you like. adjusting them to 1.13 would not be a huge task. just some npc placements (plus getting rid of those maps that don't work wiht 1.13)
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Sergeant Major
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Re: Game world and mapmaking[message #127191]
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Tue, 29 August 2006 20:42 
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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so far, everything looks okay.
i can't send all the maps.... as a matter of fact, the ja2 editor only supports 50 tilesets
ja2 1.13, the game we use a sengine for our mod, supports 256
i have maps from 69 different tilesets, that means having more than just one editor install (in fact i use 3 differen ones currently, UC tilesets, rr custom tilesets and vengeance based rr tilesets)
i thouhgt that would get a bit too complicated. but i can provide you the maps surrounding the area (in case they're already up-to date)
i should do that for AZ as well, but the maps aren't all updated...
*edit*
i take it from your last email that loading map files is now working.
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Sergeant Major
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