bb
General
Blitzkrieg junkie (tried to quit several times).
Posts: 1,362
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Post by bb on Nov 5, 2016 4:50:48 GMT 1
ok Stanenberg Mat I found it. Here is the source of all random maps, by editing this your random maps will be changed. Otherwise, just build your villages here and the map editor will make the rest!!!!!
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Post by Stanenberg on Jan 15, 2018 3:08:52 GMT 1
New post here! This time I want to touch the subject of roads. The most simple thing about roads when mapping a detailed map is to avoid cut off roads: Right click the yellow circle and hold right click while moving the cursor up or down to change the opacity. Examples: For this trick make sure you make the road go kind of "into" the other road like on the screen and then lower the opacity. Just by avoiding cut roads, you can avoid akward and ugly spots on your map. The tool to change the opacity can also be used to create more realistic roads and field paths, by putting several roads with different opacity on top of each other. These screens are just a few examples of what can be done: Have fun mapping.
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Post by feldgrau on Jan 17, 2018 17:36:03 GMT 1
Hi Stan, alter Straßenfabrikant
I make the streets and main ways pretty much at the beginning of the map with many waypoints (yellow lines). If you want to change something later, there is enough street for that.
mbkg Feldgrau
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Post by Quintaxel on Jan 17, 2018 18:20:05 GMT 1
The map layout is probably the most difficult part mapping. I saw different approaches here. As I see it; some mappers have like a modular approach. They start a map without a lot of planning. First they start mapping a part of the map in quite high detail. Once this part of the map (module) is finished they work out another part of the map. The map grows organic. Others mappers, like feldgrau seem to plan more ahead and start with the overall layout of a map. First the roads, then the rest of the layout and finally the details. The first type of mapper just sees where the map leads to and creates a scenario that fits the map while the latter knows the scenario and creates the map to create the scenario.
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bb
General
Blitzkrieg junkie (tried to quit several times).
Posts: 1,362
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Post by bb on Jan 18, 2018 3:02:27 GMT 1
Good tip, guys!
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Post by Quintaxel on Sept 30, 2019 15:17:04 GMT 1
Question about mapping.
When making a map you usually start the map from the map editor. Is it possible to also display the mission objectives or is it necessary to run the map via the menu as a custom mission ?
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Post by [BMG]Neutro on Sept 30, 2019 15:36:20 GMT 1
you need to start the map via the custom menu OR start the map via map editor (BK symbol on the far right side of the toolbar)>>> in this case the map needs to be in the ..\Run\data\maps folder AND the file name must not contain any blank characters !! You CAN NOT display any mission objectives in the editor AND its also not possible to see mission objectives if you start the mission via the editor.
So yes sadly you need to start the mission via the custom menu to see the mission objectives.
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Post by Quintaxel on Sept 30, 2019 16:17:48 GMT 1
So I need to think about a script that puts all files in a pak file an then runs the game.exe
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Post by Quintaxel on Nov 27, 2021 13:51:28 GMT 1
I have a couple of questions about mapping. This thread seems like the right place to ask Here it goes. 1) I want to put an artillery unit on the map, belonging to iPlayerparty 1 (the AI), that is dug in. I can do this by script, but I want to do this using the map editor. So I do this using the start command ENTRECH_ BEGIN or ENTRENCH_SELF. Is this the correct way to do this ? And if so do I use ENTRECH_ BEGIN or ENTRENCH_SELF ? What's the difference ? 2)Is it possible to hide objects like sandbag fences? I want to put artillery behind sandbag fences. You can change the properties of sanbag fences so they belong to party 1 but they can still be seen on the map while I would expect that they should be hidden by the fog of war. Can this be done ? Edit: ...ENTRENCH_SELF or ENTRECH_SELF... to ENTRECH_ BEGIN or ENTRENCH_SELF..
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kaoz
General
inter faesces et urinam nascimur
Posts: 1,112
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Post by kaoz on Nov 28, 2021 2:40:39 GMT 1
Yes, that would be correct, afaik. But in my MapEditor, i only have the ENTRENCH_SELF and ENTRENCH_BEGIN command. I have never seen the ENTRECH_SELF so i wonder where you got that from Tough question and i wouldn't know how. My first thought goes out the 1.xml of the object and one of its parameters in particular. For tanks and humans, there's a parameter camouflage which you can set, so maybe something alike...
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Post by Quintaxel on Nov 28, 2021 13:05:37 GMT 1
Sorry kaoz , I made a mistake. The text in my post should read .... using the start command ENTRECH_ BEGIN or ENTRENCH_SELF. I use ENTRENCH_BEGIN for a mortar and it seems to work as expected. I think I have seen a map in which the sanbag fences where camouflaged but I'm not sure. Anyway, if I find it then I'll check the 1.xml file.
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kaoz
General
inter faesces et urinam nascimur
Posts: 1,112
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Post by kaoz on Nov 28, 2021 23:06:16 GMT 1
Took a look in 1.xml's of both fences and simpleobjects... in the basic parameters, i don't see anything like camouflage or possibility to hide it. It's always MaxHP="100" RepairCost="1" AIClasses="4" Burn="0".
Sometimes a particular 1.xml has a <visibility></visibility> section, but i think this is rather setting that player cannot see through the object (what lays behind remains hidden) and has nothing to do with the fog.
Afaik, fog works only on units and trenches (did i forget something?). And of course the sandbags around a unit that is entrenched, but those are just dds's attached to the unit, i guess by the game engine. So i'm starting to doubt if it's even possible... maybe someone else knows better...
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Post by gagarin on Nov 29, 2021 0:21:10 GMT 1
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Post by Quintaxel on Nov 29, 2021 12:48:53 GMT 1
gagarin , you understood correctly. Thanks for the reply. I tried this in BK Vanilla (assign fence object to player 1) but it does not seem to work ? Can anyone confirm this ?
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Post by gagarin on Nov 29, 2021 12:58:38 GMT 1
I have a Stalingrad ailogic. Maybe that's why it works for me.
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