I want to edit a map.
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- Posts: 141
- Joined: 28 May 2006, 21:41
I want to edit a map.
There's a map that my group likes to play a lot, called Dividing Wall. However, it has a serious problem.
The map is too damn soft. Considering that it's somewhat of a porcfest, this means that when Berthas start firing, the map gets very cratered. This = Lag.
I'd just like to create an edited version of this map, with a very high Hardness rating (and edited name).
Could somebody walk me through how I could change the Hardness setting, and the name of the map?
The map is too damn soft. Considering that it's somewhat of a porcfest, this means that when Berthas start firing, the map gets very cratered. This = Lag.
I'd just like to create an edited version of this map, with a very high Hardness rating (and edited name).
Could somebody walk me through how I could change the Hardness setting, and the name of the map?
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- Posts: 141
- Joined: 28 May 2006, 21:41
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- Posts: 141
- Joined: 28 May 2006, 21:41
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- Posts: 141
- Joined: 28 May 2006, 21:41
Yeah, I opened up the SMD file that everyone told me to, and I saw no listing for "MapHardness". In fact, the only thing with "Hardness" in it was some sort of whole-map modifier that was set to 1.
That still doesn't tell me how to rename the whole map so it doesn't get confused with the origina 175-hardness one.
Quanto, if this is your map, could you make a high-hardness version of it? One that won't deform? Deforming metal is amusing, but not a good idea due to the volume of fire being slung around on metal maps. (Crater seas ahoy!)
Also, there's been a request that you also raise up the "dividing walls" in the center, so that it's way difficult to plug Bertha fire from one base to the other. Those walls ought to be blocking most passing Bertha shells, save for the lucky ones which pass through the 'alleys'.
That still doesn't tell me how to rename the whole map so it doesn't get confused with the origina 175-hardness one.

Quanto, if this is your map, could you make a high-hardness version of it? One that won't deform? Deforming metal is amusing, but not a good idea due to the volume of fire being slung around on metal maps. (Crater seas ahoy!)
Also, there's been a request that you also raise up the "dividing walls" in the center, so that it's way difficult to plug Bertha fire from one base to the other. Those walls ought to be blocking most passing Bertha shells, save for the lucky ones which pass through the 'alleys'.
Here is where you need to add the tag.
1000 would be enough to keep the terrain from deforming.
[MAP]
{
Description=Two large land masses separated by water
TidalStrength=25;
Gravity=155; //in units/sec^2
AutoShowMetal=0; // 0 no show 1 show
MaxMetal=2.00; //how much metal a map square with the maximum metal value gives
ExtractorRadius=80; //radius that a single extractor(mine) extracts from
MapHardness=1000;
1000 would be enough to keep the terrain from deforming.
[MAP]
{
Description=Two large land masses separated by water
TidalStrength=25;
Gravity=155; //in units/sec^2
AutoShowMetal=0; // 0 no show 1 show
MaxMetal=2.00; //how much metal a map square with the maximum metal value gives
ExtractorRadius=80; //radius that a single extractor(mine) extracts from
MapHardness=1000;
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- Posts: 933
- Joined: 27 Feb 2006, 02:04
Re:
I hate to resurrect this thread, but I've been getting a bunch of older Spring players back and we were wondering if you ever decided to remake this or not.Quanto042 wrote:that is actually a good idea, i may do a remake
If not, would you mind if we uploaded a "fixed" version to Spring Files?
Re: I want to edit a map.
Its been remade, look for dividing wall 2
Re:
...but don't touch the texture file (smt), as the name is hardcoded in the smd.AF wrote:dont forget to change the map name and smd too else it'll cause problems playing against other people
edit: typo, f and t are really close together

Last edited by rattle on 23 Apr 2008, 02:01, edited 1 time in total.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: I want to edit a map.
smt is the texture file.
Re: Re:
When I steal people's maps to do variants and remakes, I use a hex editor to change the pointer to the texture file. Requires you make a change to the header too I believe, but I've forgotten how to do it.rattle wrote:...but don't touch the texture file (smt), as the name is hardcoded in the smd.AF wrote:dont forget to change the map name and smd too else it'll cause problems playing against other people
edit: typo, f and t are really close together