If you want to try and make a map...

Working on new maps for Multiwinia? Discuss!

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Adanufgail
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Postby Adanufgail » Sat Oct 11, 2008 12:02 am

I figured it out.

Code: Select all

   Tree                97      2000.00 2000.00 255       1.00    0.00    0       400.20  5.94    0.76    0.95    7       99339   -12357961   -16776961   0       1       0     

Is an entry for a tree. The last 2 numbers decide if it is a magical forest and a dark tree (respectively).
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Major Cooke
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Postby Major Cooke » Tue Oct 28, 2008 4:53 am

What's the team ID's for futurewinians and evilwinians?
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Xocrates
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Postby Xocrates » Tue Oct 28, 2008 12:10 pm

5 and 4 respectively. If I'm not mistaken.
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scottystreet
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Postby scottystreet » Fri Jan 08, 2010 4:03 pm

So how do you give it an in-game name? I really want to know. Just made a map, and will host it a bit soon.
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Re: If you want to try and make a map...

Postby Tom.K » Fri Jan 08, 2010 7:17 pm

From first post:
The GoldFish wrote:HOW TO NAME YOUR MAP FOR DISTRIBUTION:

There are a multitude of options in this regard and frankly, I am no the definitive source for this. Basic ideas are to include the gametype, number of players, mapname, author and version in the name of the file. Obviously there's so much information in there that it can tend to be confusing, so I SUGGEST that people use the following;

mp_[gametypeinitial][playercount]_[mapname][authorinitials]_[version].txt

resulting in (an example I used in another thread):

mp_k2_FacingWorldsNL_2.txt

or perhaps

mp_b3_battletideTGF_1.txt

or

mp_d4_battletide2TGF_1.txt (a sequal map to battletide, version 1!)

Once we have proper meta data fields for maps, like author and map name etc, this should look a lot better ingame, but this seems to be a good scheme to use to stop map collisions, as well as preserve data should your map be upgraded (some people may not like your updates) or someone else create a map by the same name. It should also alphabetically sort your map folder by gametype and then number of players.

Please post in this thread (or some other thread if someone makes one) any nuances you come across! It will hopefully help out other budding authors.


However, I've found ability to name your maps.
You'll have to make a copy of your language and place it in Multiwinia/data/languages. Note: It's possible to get double language choice. If it didn't worked with first one, try with second one.
Not sure if possible, but in languages data i've found a few strings for level descriptions:

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mp_koth_2P_1_name                   The Eternal Guardians
mp_koth_2P_1_description            Effigies of their creator maintain a solemn vigil over this war-torn plain


For example for one map (mp_k2_FacingWorldsNL_2)
You'll have to enter following:

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mp_k2_FacingWorldsNL_2_name   Facing Worlds by NL
mp_k2_FacingWorldsNL_2_description      Testing example description text, it should work...


Save language file, but don't delete any other string, load the game, select language, apply and that should be it. Your map should get a name.

Here's a picture to see it works: Image
Note: You see that the map is available. That's because it contained data from "The Eternal Guardians" map, so it's let's say a duplicate of map with different name.
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scottystreet
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Postby scottystreet » Sat Jan 09, 2010 6:05 pm

Ok. Thanks, but I don't understand. Sorry to be so awkward!

Edit: Think i've got it now.

Edit: It doesn't work.
Last edited by scottystreet on Mon Jan 11, 2010 12:27 pm, edited 2 times in total.
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scottystreet
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Postby scottystreet » Sun Jan 10, 2010 6:56 pm

Xocrates wrote:5 and 4 respectively. If I'm not mistaken.


You are mistaken. It dosen't work. Sorry mate. You really were thinking outside the box.
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Postby elexis » Sun Jan 10, 2010 11:37 pm

Hmm, if you were to put some eg pink ones in but not have the player being pink, how would they look/behave?
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Xocrates
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Postby Xocrates » Mon Jan 11, 2010 12:00 am

scottystreet wrote:
Xocrates wrote:5 and 4 respectively. If I'm not mistaken.


You are mistaken. It dosen't work. Sorry mate. You really were thinking outside the box.

You will notice that post was made in 2008. The information was correct at that time at least. Indeed this map .txt tells me that evilwinians were indeed 4.

EDIT: Also, what jelco said.
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elexis
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Postby elexis » Mon Jan 11, 2010 12:06 am

Thanks Jalco, I got confused with the id's.

I really need to reinstall the beta.
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scottystreet
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Postby scottystreet » Mon Jan 11, 2010 10:10 am

Ok. Thanks Jelco. Is there an unofficial mod site for Multiwinia yet? Can't actually find one. I'll make one if not.

Edit: My map is fixed! These team id's are so confusing! Thanks again.

Edit of an Edit: It's not fixed. Cant get the gun turrets pre-manned with evilwinians. Anybody gon an answer?
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elexis
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Postby elexis » Mon Jan 11, 2010 10:45 am

Use winrar to extract the main .dat file in the install directory. There you will find the official maps in .txt form. There you can look at how IV did their maps. I recommend you look at their assault maps for what you are looking for.
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scottystreet
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Postby scottystreet » Mon Jan 11, 2010 11:55 am

ok then thanks
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scottystreet
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Postby scottystreet » Mon Jan 11, 2010 12:29 pm

ok - i'll see what i can do about a temporary unofficial site in the meantime.

Edit: There are enough mods to do this. An we need it.
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scottystreet
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Postby scottystreet » Mon Jan 11, 2010 1:05 pm

Yes. You are partly right, however, I have about 20 maps made by me on my laptop. Not all of them work properly. Infact most of them don't, but when I fix them (they are very small tweaks) I will have enough to at least start a mod site up. And as I am a student, I'll have enough time to make more!

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