Hi, I just had some inspiration for another map but File Universe is down and i need to make sure i've got the correct version of a Map Compiler.
Has anyone got a bit of space where they can host the leatest version or just tell me if MapConv.exe version 0.5 (i got that from "mapconv.exe --version") is uptodate enough to create a map for the new spring engine?...
Can somone get back to me asap so i can start on the map :)
Jonny C.
Quick favor!
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- Posts: 9
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Here is a SMD for an old map of mine,
Just change the relevent bits and then use it for your own.
Just change the relevent bits and then use it for your own.
Code: Select all
[MAP]
{
Description=Bionica!!!;
TidalStrength=0;
Gravity=112; //in units/sec^2
MaxMetal=80; //how much metal a map square with the maximum metal value gives
ExtractorRadius=4; //radius that a single extractor(mine) extracts from
[ATMOSPHERE]
{
FogColor=0.2 0.3 0.2;
FogStart=0.2;
CloudColor=2.3 3.5 2.2;
SkyColor=0.3 0.5 0.3;
SunColor=1.2 0.2 0.2;
CloudDensity=0.4;
MinWind=22;
MaxWind=42;
}
[WATER]
{
WaterBaseColor=0.0 0.2 0.0; //color at water surface
WaterAbsorb=0.004 0.002 0.004; //how fast different colors are absorbed by the water
WaterMinColor=0.1 0.3 0.1; //the min value the water colors will go down to
}
[LIGHT]
{
SunDir=0 1 2; //direction of sun (spring will normalize it later)(y component is upward)
GroundAmbientColor=0.65 0.65 0.65; //ambient (non sun lit) color of ground (and grass trees etc)
GroundSunColor=1.4 1.4 1.4; //color of ground where fully sun lit (added to ambient)
GroundShadowDensity=0.7; //how far from the non shadowed to the ambient color stuff in shadow will go
UnitAmbientColor=0.25 0.25 0.25; //ambient (non sun lit) color of units (and wreckage etc)
UnitSunColor=0.40 0.40 0.40; //color of units where fully sun lit (added to ambient)
UnitShadowDensity=0.8; //how far from the non shadowed to the ambient color stuff in shadow will go
}
[TEAM0]
{
StartPosX=256;
StartPosZ=256;
}
[TEAM1]
{
StartPosX=256;
StartPosZ=6912;
}
[TEAM2]
{
StartPosX=3840;
StartPosZ=256;
}
[TEAM3]
{
StartPosX=3840;
StartPosZ=6912;
}
[TEAM4]
{
StartPosX=3456;
StartPosZ=256;
}
[TEAM5]
{
StartPosX=3456;
StartPosZ=6912;
}
}