Guide on how to create typemaps.

Guide on how to create typemaps.

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

Post Reply
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Guide on how to create typemaps.

Post by Doomweaver »

Is there a guide on how to create typemaps? Or any advice? The way I understand it, I have to have r0 g0 b0 for my first type, r1 g0 b0 for 2, and r2 g0 b0 for three. Is this right? What programs do you use to it? And do I need a .bmp the same size as my heightmap?
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

It is the same size as your heightmap. Create it with your normal image editing software. Here is an example: http://fileuniverse.com/?p=showitem&ID=1307


The green and blue values can be something to help you see the terrain types while making them.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

hrmph wrote: The green and blue values can be something to help you see the terrain types while making them.
That's clever!
Anyway, so Is r=0 terrain type 0 or terrain type 1?
User avatar
FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

r=0 is terrain type 0
User avatar
genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

I've been messing around with that feature and it will change
the way the game is played. I have four types in my new map
and here is what I put in my .SMD file ...

[TERRAINTYPE1]
{
name=Road;
hardness=1;
tankmovespeed=5;
kbotmovespeed=8;
hovermovespeed=9.5;
shipmovespeed=1;
}

[TERRAINTYPE2]
{
name=Soft-Metal;
hardness=2;
tankmovespeed=0.5;
kbotmovespeed=0.8;
hovermovespeed=0.5;
shipmovespeed=1;
}

[TERRAINTYPE3]
{
name=Hard-Metal;
hardness=3;
tankmovespeed=3;
kbotmovespeed=5;
hovermovespeed=7.5;
shipmovespeed=1;
}



The terraintype0 is the default. Just by change t red value
by 1 pixel makes the area different to the other. Make sure
the other colors are different too or you will have a hard time
figuring out what is what ...
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Did you realise that a speed multiplier of 8 is 8 time the normal speed???
And I don't think the pathfinder like that.
User avatar
mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother »

Heh Torr, I was thinking something similar...

More like 'holy pinched loaf batman' thats frigging fast! ;)
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Could be fun, it would make terrain type speed much more important as a gameplay element.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Thanks, I got it working :lol:
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

genblood wrote:... I have four types ...

[TERRAINTYPE1]
{
name=Road;
hardness=1;
tankmovespeed=5;
kbotmovespeed=8;
hovermovespeed=9.5;
shipmovespeed=1;
}
...
I tried that yellowish map (also your's, i think) that has roads (which by the way are misplaced as they have the benefit off the road in a very wide stripe) where vehicles get a similar high benefit. Those are multipliers too high...
Zaphod wrote:Could be fun, ...
After i tried it, i didn't thought so. Think about a few Flashes running past your Llt's/Hlt's even faster than a Jeffy, right into the core of your base. If that ain't enough, think about a Goliath or a Krogoth running as fast as a Jeffy.
Post Reply

Return to “Map Creation”