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 Post subject: Re: Custom map tutorial
PostPosted: Sat Apr 28, 2012 11:34 am 
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Petrenko wrote:
Hi,

where do i have to install imagemagick?

Do i have to edit the process.bat? i got my 7zip installed somewhere else.

Also i only found a portable imagemagick-installation.


I'm fairly sure I'm using this http://www.imagemagick.org/download/bin ... ws-dll.exe as found here http://www.imagemagick.org/script/binary-releases.php.

I just installed ImageMagick in the default path the installer suggested. I believe the installer adds that folder in your path environment variable, so you can then just call convert.exe anywhere and it'll know where to find it. That's what process.bat does, e.g. convert.exe temp\grass.png -alpha extract -depth 8 -gaussian-blur 3x3 terrain5_alpha_grass.png.

If you've got your 7zip elsewhere, just modify process.bat accordingly and it should be fine.


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 Post subject: Re: Custom map tutorial
PostPosted: Sat Apr 28, 2012 6:58 pm 
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Joined: Sun Apr 22, 2012 5:19 pm
Posts: 72
Alrhight thanks!

I got everything and managed to get in kinda ingame but it still crashes.

Is it important that walls are positioned in the walls-layer? Regarding objects i did not follow that logic.

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 Post subject: Re: Custom map tutorial
PostPosted: Sat Apr 28, 2012 7:11 pm 
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No, the division between walls and objects is not needed anymore. If it crashes when loading, you should check C:\ProgramData\Running with rifles\rwr_game.log (in Windows 7 and Vista) for any hints about the reason it asserts.

As the RWR world loader is not perfect, you should check quite often when modifying the map that the map is still in a compatible state. Note that you don't have to go the JessyInk zip & terrain splat stuff through every time, just when you modify the terrain parts.


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 Post subject: Re: Custom map tutorial
PostPosted: Fri May 04, 2012 8:31 am 
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Joined: Sun Apr 22, 2012 5:19 pm
Posts: 72
Thanks!

I finally got a small map working.

And i have to add some things you should consider when mapping:

1. Don't place walls reaching through buildings and ground.
2. Don't group your objects.
3. Don't add buildings your library doesn't have. (Look at your library and buildings you alright got in map)

Make Backups.

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 Post subject: Re: Custom map tutorial
PostPosted: Sat May 05, 2012 8:15 am 
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Joined: Sun Apr 22, 2012 5:19 pm
Posts: 72
Heyho,

how do signs work? how do i add new ones?
Can i make a rectangle and attach every texture as .png i want?
how do the sizes work?

Thanks in advance!

Edit:

How do materials work?
How do i add new?
Hod do i add them to map?

I tried different things from adding new .materials and rename the png's plus names etc.
Also: are all meshes saved in the models folder?
I saw the enclosure declared as a mesh (in map) and as material (in data1.pak) but found no mesh in the models folder.

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 Post subject: Re: Custom map tutorial
PostPosted: Sun May 06, 2012 11:15 am 
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Petrenko wrote:
Heyho,

how do signs work? how do i add new ones?
Can i make a rectangle and attach every texture as .png i want?
how do the sizes work?

You should create a new sign set image, basically similar to media\textures\signs.png. When you add a sign object in inkscape, refer to your custom sign image in the description, and figure out the coordinates for the sign in scale of [0.000, 1.000]. The easiest way is to have your sign image with size 1000x1000, so when you track the rectangle coordinates for each sign in the image, you get the coordinate for the inkscape file by dividing each pixel coordinate dimension with 1000. The rectangle coordinates to input are made of x1 y1 x2 y2.

Having every sign texture in separate images is also possible, but not as efficient.

The sign object size in the game is calculated automatically. Each sign has the same height, and the width is then calculated from the aspect ratio of the sign rectangle.

Petrenko wrote:

Thanks in advance!

Edit:

How do materials work?
How do i add new?
Hod do i add them to map?

I tried different things from adding new .materials and rename the png's plus names etc.
Also: are all meshes saved in the models folder?
I saw the enclosure declared as a mesh (in map) and as material (in data1.pak) but found no mesh in the models folder.


Preferred way is to not work with .material files at all.

All externally provided meshes are in the models folder. Some of the meshes, enclosure, chairset, hedgehog, etc, are procedurally generated within the game code, so they have no external .mesh files.

These internal meshes are using specific material files, as they just happened to be implemented that way in the past. The work is in progress to make them all use the generic material that is used for e.g. cars and parasols.

Ideally, if you want a new look for a mesh, you'd add a mesh object in inkscape, and set the texture for it like:
name = parasol.mesh;
texture0 = parasol_blue.png;

This makes the entity use the generic material but switch the texture to something you wanted. If the mesh is made of multiple submeshes, you can provide multiple textures with texture1, texture2 and texture3. The internal meshes are theoretically modifiable like this as well, you could set in a mesh object in inkscape the name as name = chair, table, pipe, hedgehog, utilityPost, enclosure, ContainerMesh, CrateMesh, GrenadeCrateMesh, hmm, likely some others would work as well but I'm not going to dig them up right now. The texture won't fit in there quite that nicely though, as the internal meshes are made of more than 4 submeshes due to the way they are generated. This is something I intend to fix at some point.

So, for now, if you're into modding meshes in the game, you're better off providing your own meshes and exporting them as .mesh files (http://www.ogre3d.org/tikiwiki/OGRE+Exporters), and place them in the map using inkscape and point them to the textures you want. No need to touch the material files.


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 Post subject: Re: Custom map tutorial
PostPosted: Sun May 06, 2012 11:25 am 
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JackMayol wrote:
Petrenko wrote:
Heyho,

could you upload a simple template map?

Just everything flat + 2 Basis with Startpoints.

Thanks in advance!


Just open: ../media/maps/map2/objects.svg with http://inkscape.org/ for example. In the layer window (ctrl+shift+L) you can see all the layers. Just delete every object apart 2 spawnpoints "rectangles" (sublayer of layer1 called "spawnpoints") and 2 bases rectangles (layer "bases").


Here's an "empty" map template, http://modulaatio.com/runningwithrifles/empty.zip

It should be ok for starting to work on a fresh custom map, or for testing anything that needs a shorter game load time.

Unzip it in media\maps, and a map called empty should appear in the Change map menu.


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 Post subject: Re: Custom map tutorial
PostPosted: Sun May 06, 2012 8:22 pm 
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Joined: Sun Apr 22, 2012 5:19 pm
Posts: 72
I love you,

i'll look into this after i get some ZzZs or another coffee... i dunno.

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 Post subject: Re: Custom map tutorial
PostPosted: Tue May 08, 2012 5:10 pm 
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FYI, I updated http://modulaatio.com/runningwithrifles/empty.zip just recently due to an issue with object placement.

The rectangle objects in the library got some odd unfortunate transformation in them, which made any attempt of accurate placement a nightmare as the positions in objects.svg didn't end up matching what was seen in the game. The problem of course inherits to every duplicate made from the library objects. All in all, most of the objects in every map suffers from the same disease, I'll start to fix them as I happen to stumble on them.

So, be careful when dealing with the rectangle objects, never change their sizes simply by scaling from the bounding rect but by resizing the rectangle object itself from the handles (pick rectangle tool first in inkscape and then select the rect to resize). If you're having problems with positioning objects in your custom map, you might want to check how's it going with the transformation matrix:

Image

1st and 4th values of the matrix must be equal, and 2nd and the 3rd must be opposites. If they're not, you've found the problem. It's easy to fix per object, just copy 1st value to 4th and 2nd to 3rd (with opposite sign) in inkscape in the xml editor view. After that you should see the object displace a little, after which you can re-position it.

There's also this mass fixer http://modulaatio.com/runningwithrifles ... _fixer.exe (you'll need OgreMain.dll beside the exe to run it, copy it from RWR installation folder) for those who have gone a long way with their map and might now have a huge amount of objects difficult to position properly. After the mass fixer has produced a new file, you'll need to re-position all the fixed objects, so sorry about that in advance.


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 Post subject: Re: Custom map tutorial
PostPosted: Thu May 10, 2012 12:40 pm 
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Joined: Sun Apr 22, 2012 5:19 pm
Posts: 72
I don't know what went wrong but please... someone debug this.

I just added a new buildingtype to objects-layer + materials-layer.

http://www.sleipnirstuff.com/forum/view ... 891#281891

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