Quick favor!

Quick favor!

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

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Jonny C
Posts: 94
Joined: 31 May 2005, 18:06

Quick favor!

Post by Jonny C »

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.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

I've used this version with 0.71b1 and it worked fine.
Jonny C
Posts: 94
Joined: 31 May 2005, 18:06

Post by Jonny C »

Thanks, so 0.5 should work ok.

Good :)
Renegade87
Posts: 9
Joined: 27 Jun 2006, 18:31

Post by Renegade87 »

i need help considering FU is down does anyone have the mapconv hosted or anywhere else i can download it?
Jonny C
Posts: 94
Joined: 31 May 2005, 18:06

Post by Jonny C »

Jonny C
Posts: 94
Joined: 31 May 2005, 18:06

Post by Jonny C »

Renegade87
Posts: 9
Joined: 27 Jun 2006, 18:31

Post by Renegade87 »

thanks, I have a go at map making now :-)
Renegade87
Posts: 9
Joined: 27 Jun 2006, 18:31

Post by Renegade87 »

oh does anyone have the SMD creator as well
Jonny C
Posts: 94
Joined: 31 May 2005, 18:06

Post by Jonny C »

Here is a SMD for an old map of mine,

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;
	}
}
Renegade87
Posts: 9
Joined: 27 Jun 2006, 18:31

Post by Renegade87 »

thanks
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