Map Packaging Tutorial

Map Packaging Tutorial

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

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mother
Posts: 379
Joined: 04 May 2005, 05:43

Map Packaging Tutorial

Post by mother »

There are a few pitfalls that have cropped up recently with respect to map names.

No I don't care what you call em, but when it comes to the file names, here is the straight dope:

1)Whatever the name you compile the map to, is the name the files must be. More specifically the .smt must not be renamed. It is hard coded into the .smf, and you'll end up with a cat-puke-pink texture.

2)Never release two maps, or versions of the same map, with the same file names. It is not the .sd7 name that matters, it is the .smf!

3)It is best if your maps are placed in a sd7 archive. This archive should be made with default settings for compression and dictionary size, etc. It should not be a 'solid archive.' The files must be in a /maps/ folder within the archive. Unless you are using a pre-existing skybox, that should also be within the archive. (Alternatively it is possible to use a skybox that is in a different archive, it will work assuming the person has it, maybe not a great idea though.)

Fnordia has implemeted a great 'virtual filesystem' for the archives. If you need files in any particular place, the 'root' of a .sdz or .sd7 is the TASpring directory (ie C:\Program Files\TASpring). If you need a file in /maps/ it goes into /maps/ in the archive... If /mods/ then /mods/ if /base/.... etc and so on.

I'm not pointing fingers or scolding, or anything, I've made all of these mistakes myself.
Last edited by mother on 03 Sep 2005, 09:35, edited 1 time in total.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

feed the wiki
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Well I am guilty of not having the skybox within the "maps" archive :oops:
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