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 Post subject: Re: Custom map tutorial
PostPosted: Thu May 10, 2012 1:18 pm 
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Joined: Sun Apr 22, 2012 5:19 pm
Posts: 72
Fixed.

1. Learn english
2. Look into your rwr_game.log (C:\ProgramData\Running with rifles) -for me-

It had something to do with placing buildings inside of each other. I'll upload a pic later and explain this.

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 Post subject: Re: Custom map tutorial
PostPosted: Sun May 13, 2012 10:21 am 
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Joined: Fri May 11, 2012 8:02 pm
Posts: 9
Various objects (I am most interested in walls and spawners) seem not to have any property assigned, they are just lines. How does the game know that it's a wall?

So, how does the game know it's a wall or a spawner?

Also the method you've described does not work, because my convert.exe does not understand -alpha and other parameters. Should I install something else?

And what are the "paths" on the map (especially those short paths next to each car).


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 Post subject: Re: Custom map tutorial
PostPosted: Mon May 14, 2012 1:50 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Deon wrote:
Various objects (I am most interested in walls and spawners) seem not to have any property assigned, they are just lines. How does the game know that it's a wall?

So, how does the game know it's a wall or a spawner?

Also the method you've described does not work, because my convert.exe does not understand -alpha and other parameters. Should I install something else?

And what are the "paths" on the map (especially those short paths next to each car).


I assume you already figured this out?

Anyway, logically the objects are separated from each other mostly by tags in id or label.

The short path next to each car is/was JackMayol's way to mark a specific corner of the object so that it's easier to get it oriented in certain way, it doesn't serve any other purpose.

Did you get convert.exe working yet?


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 Post subject: Re: Custom map tutorial
PostPosted: Tue May 15, 2012 12:36 am 
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Joined: Fri May 11, 2012 8:02 pm
Posts: 9
No, but I manage without it (using Photoshop). Thank you :).


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 Post subject: Re: Custom map tutorial
PostPosted: Thu Aug 09, 2012 3:40 pm 
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Joined: Wed Jul 11, 2012 3:27 am
Posts: 9
Hi. I'm not sure where else to post this. I only just got round to trying map making for RWR. Seems fairly straight forward. The instructions given in the contest thread point out that if you get an error when running the Extension in Inkscape, you should try moving it to Desktop and it will work there. This worked for me.

However, maybe I have found the source of the problem - on restarting I had a file in C:\ root called 'Program' (no extension) which was created at about the time I would have been saving my first map out from Inkscape. I would guess that perhaps, the path given for the extension creation tool needs some extra quote marks or something, as it is trying to output a file to ....Program Files x86\ but it cannot deal with those spaces in the path. Just a thought...

edit: also I'd like to point out that nowhere that I could spot is it mentioned that in order to load the map in the game, your map .svg file renamed to objects.svg needs to be present in the map directory. You might think that would be obvious but I couldn't work out why my objects weren't appearing - or how the game could tell what goes where on the other maps. (Neither is it mentioned that in order to test you create a new map folder in media..., although that's more obvious). If you want textures also you'll need to find them in the textures folder and copy the .pngs into your new map folder.

I have found opening the default maps objects.svgs in order to view some map making strategies quite useful.


Last edited by Harmonica on Thu Aug 09, 2012 11:49 pm, edited 2 times in total.

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 Post subject: Re: Custom map tutorial
PostPosted: Thu Aug 09, 2012 4:17 pm 
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Joined: Wed Jan 18, 2012 3:19 am
Posts: 567
Location: The States
** also, this should be moved to the tutorials section

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 Post subject: Re: Custom map tutorial
PostPosted: Sat Aug 11, 2012 2:19 am 
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What's the best way to deal with the rotation or mirroring (?) applied to maps when you save them out? I was looking for some kind of option in Inkscape to flip the entire image. Surprised that is missing. All you get is individual objects transforming. The only solution I can see is to use a guide image you've sketched out, import it as a layer in Inkscape, then flip horizontally and vertically, and drop objects based off this.

Ideally I'd like to design my map in the perspective it will appear in game, then transform or whatever every separate Inkscape element across a global axis.


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 Post subject: Re: Custom map tutorial
PostPosted: Mon Aug 13, 2012 2:01 pm 
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Joined: Mon Jun 27, 2011 11:59 am
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Harmonica wrote:
What's the best way to deal with the rotation or mirroring (?) applied to maps when you save them out? I was looking for some kind of option in Inkscape to flip the entire image. Surprised that is missing. All you get is individual objects transforming. The only solution I can see is to use a guide image you've sketched out, import it as a layer in Inkscape, then flip horizontally and vertically, and drop objects based off this.

Ideally I'd like to design my map in the perspective it will appear in game, then transform or whatever every separate Inkscape element across a global axis.


It's been quite a long time on my todo list to get rid of the map mirror/rotation difference between Inkscape and RWR, it's pretty awkward for sure.

I hope I'll get to that too once I get to open up map4 soon.


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