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Map editor questions[message #339269] Thu, 05 February 2015 00:49 Go to next message
ATigersClaw

 
Messages:193
Registered:October 2014
Location: Brunswick, Germany
Hi guys,

today I used the map editor for the first time. Some things seemed a bit odd. Maybe some of the more experienced guys can help me out.
  1. What is the purpose of categorizing all the map editor elements into tilesets?
  2. Is it possible to use elements from different tilesets on the same map without problems?
  3. Why are so many elements appearing twice or even three times?



“Discipline is choosing between what you want now and what you want most.” - Abraham Lincoln
Re: Map editor questions[message #339287 is a reply to message #339269] Fri, 06 February 2015 03:09 Go to previous messageGo to next message
Hawkeye

 
Messages:1920
Registered:October 2005
Location: Australia
1. That's how Sir Tech put them together originally. Tilesets are limited in size with only a number of categories to use, these are not strictly controlling though, so for example, you can place a rock in junk & other items and vise versa most of the time. Many have attempted to create more ambitious, expandable tilesets, but without total success.

2. You can use or swap elements from one tileset to the other, but you still have to work inside the parameters of the tileset system. So if you want to add a gas sign from Estoni and put it into the Omerta tileset, something will have to be overwritten/lost from Omerta in most circumstances.

3. Repeated elements is probably just poor tileset management when the game was originally being developed. The tileset system also uses a global and local system which in turn creates more opportunity for that happening. On the plus side it also gives modders an easier start to replace those repeated tiles for something new. Smeagol for example, has pretty much re-used all these repeated tiles to add others, creating a more diverse tileset in his AIMNAS mod.

Give my tileset editing guidelines a read if you want to know more:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=285585&&srch=tileset+editing+guidelines#msg_285585

[Updated on: Fri, 06 February 2015 03:10]



Re: Map editor questions[message #339288 is a reply to message #339287] Fri, 06 February 2015 05:06 Go to previous messageGo to next message
edmortimer

 
Messages:1200
Registered:January 2015
Location: Home Free
Thanks for that link (and the info in it!), Hawkeye!




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Re: Map editor questions[message #357001 is a reply to message #339269] Mon, 18 March 2019 04:14 Go to previous message
Kitty

 
Messages:42
Registered:October 2017
Location: Germany
Few things that bother my mind while map-editing:

1.If I expand Drassen to the West, will there be any risk of interfering/breaking Counterattack Drassen? Like in, don't mess with places where Queens troops are gathering or traveling through towards Drassen. I vaguely remember having read something alike this, but can't remember where. And if so, which sectors should I avoid?

2.When trying to add tanks to maps, what is the prefered way? When I try to give the enemy the profile ID of the Tank (#164) things get psychedelic. The enemy is still in human form, but bright pink, blue and green (missing graphics?). Changing the bodytype to one of the two tanks works. But will those tanks (bodytype) act like tanks?

3.Is it true, that the number of garrisons is 100? Or is this obsolete now?

4.Wasn't able to get the two action items for "pit" working, do those require something?

5.If I want to look deeper into weapon balancing, what are the xmls relevant for this? Some are obvious, but most likely there are more then I know of.

Can someone please help me with this? Would be very nice, thx.




I need more details.

(Didi Hallervorden)
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