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Quick favor!
Posted: 27 Jun 2006, 14:55
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.
Posted: 27 Jun 2006, 15:51
by knorke
I've used this version with 0.71b1 and it worked fine.
Posted: 27 Jun 2006, 15:56
by Jonny C
Thanks, so 0.5 should work ok.
Good :)
Posted: 27 Jun 2006, 18:34
by Renegade87
i need help considering FU is down does anyone have the mapconv hosted or anywhere else i can download it?
Posted: 27 Jun 2006, 18:52
by Jonny C
Posted: 27 Jun 2006, 18:53
by Jonny C
Posted: 27 Jun 2006, 19:30
by Renegade87
thanks, I have a go at map making now

Posted: 27 Jun 2006, 19:55
by Renegade87
oh does anyone have the SMD creator as well
Posted: 27 Jun 2006, 20:09
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;
}
}
Posted: 27 Jun 2006, 22:23
by Renegade87
thanks