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Author Topic: Prospectors Camp - multi part map  (Read 10557 times)

Offline Latino210

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Re: Prospectors Camp - multi part map
« Reply #15 on: October 02, 2012, 12:01:34 am »
All right, thanks for your help. That ump format is NOT user friendly and those formatting rules are NOT written on that "tutorial"!

I have managed to use the tilesets (easy), now I just need to understand how to place the tiles in the correct order...

Offline DarkRain

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Re: Prospectors Camp - multi part map
« Reply #16 on: October 02, 2012, 12:41:17 am »
For this case I suggest using fixed tiles:
Code: [Select]
assembly default
{
size "4 12"
grid "4 4"
fix tileset coretiles "0 8" // Put one tile from tileset 'coretiles' in coordinates "0 8" (With its origin "0 0" in the bottom left corner of the map. )
fix tileset maintiles "0 4"
fix +craft-Firebird "0 0" // This is a fixed tile at "0 0"
}
or something like that

Offline Latino210

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Re: Prospectors Camp - multi part map
« Reply #17 on: October 02, 2012, 12:48:30 am »
I have managed to do that. Maybe I am less stupid than I thought. Care to check my code? I have defined the "firebird" square as "d", the "habitat" central square as "a" and the "coring" square as "b". This way I will be able to put other sections on the map as soon as I make them.  I've tried six times and the .ump always got the right placement.


Code: [Select]
// *********************************
// Prospectorcamp
// *********************************

base Prospectorcamp/MC_  //assuming you put your maps in base/maps/MC (and going by the names in your .zip)

tile +craft_Firebird
{
    6 6 //Size: 4 x 4 RMA tiles (one tile is 256 x 256 radiant units) surrounded by 'requirements'

    0  a  a  a  a  0
    a +d +d +d +d  a
    a +d +d +d +d  a
    a +d +d +d +d  a
    a +d +d +d +d  a
    0  a  a  a  a  0
}

tile +main
{
    6 6 //Size: 4 x 4 RMA tiles (one tile is 256 x 256 radiant units) surrounded by 'requirements'

    0  d  d  d  d  0
    a +a +a +a +a  a
    a +a +a +a +a  a
    a +a +a +a +a  a
    a +a +a +a +a  a
    0  b  b  b  b  0
}

tile +main2
{
    6 6 //Size: 4 x 4 RMA tiles (one tile is 256 x 256 radiant units) surrounded by 'requirements'

    0  d  d  d  d  0
    a +a +a +a +a  a
    a +a +a +a +a  a
    a +a +a +a +a  a
    a +a +a +a +a  a
    0  b  b  b  b  0
}

tile +coring
{
    6 6 //Size: 4 x 4 RMA tiles (one tile is 256 x 256 radiant units) surrounded by 'requirements'

    0  a  a  a  a  0
    a +b +b +b +b  a
    a +b +b +b +b  a
    a +b +b +b +b  a
    a +b +b +b +b  a
    0  a  a  a  a  0
}

tile +coring2
{
    6 6 //Size: 4 x 4 RMA tiles (one tile is 256 x 256 radiant units) surrounded by 'requirements'

    0  a  a  a  a  0
    a +b +b +b +b  a
    a +b +b +b +b  a
    a +b +b +b +b  a
    a +b +b +b +b  a
    0  a  a  a  a  0
}

tileset center
{
+main
+main2
}

tileset core
{
+coring
+coring2
}



//More pieces here

assembly default
{
size "4 12" //Size in RMA (256x256) tiles
grid "4 4" //All pieces are multiple of 4 x 4 (in this case they are exactly 4x4)
tileset core "1 1" //
tileset center "1 1"
// Other pieces here
+craft_Firebird "1 1" // always 1 and only 1
}
« Last Edit: October 02, 2012, 01:16:56 am by Latino210 »

Offline DarkRain

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Re: Prospectors Camp - multi part map
« Reply #18 on: October 02, 2012, 12:53:48 am »
Indeed, using the surrounding requirements is another way to achieve the same result, it is faster to assemble the RMA with fixed tiles, but since you are only using three tiles, that shouldn't be a big problem.

Offline Latino210

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Re: Prospectors Camp - multi part map
« Reply #19 on: October 02, 2012, 01:15:07 am »
Thanks for your help and for your knowledge, Dark! I will update the maps and the .ump as soon as I finish testing some firefights. Looking at that, I made a map where a good sniper will really, really earn his pay!

Offline DarkRain

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Re: Prospectors Camp - multi part map
« Reply #20 on: October 02, 2012, 01:48:06 am »
Glad to help, and looking forward to your map.

Offline Mattn

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Re: Prospectors Camp - multi part map
« Reply #21 on: October 02, 2012, 08:41:50 am »
...but please always use lowercase filenames ;)

Offline H-Hour

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Re: Prospectors Camp - multi part map
« Reply #22 on: October 02, 2012, 11:10:08 am »
That ump format is NOT user friendly and those formatting rules are NOT written on that "tutorial"!

Yes they are.

Offline Latino210

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Re: Prospectors Camp - multi part map
« Reply #23 on: October 04, 2012, 12:17:02 am »
Here we are, my first RMA map is finished! Here's the legal blurb:

I, Davide "Deadman" Amato release this under the GNU General Public License 2.0 or later versions. I am using some textures that I've found on the site burningwell.org. These textures have been included into the "burningwell" directory.


I've played the map several times without finding glitches. Any playtesting would be appreciated, especially about difficulty and number of aliens. I am going to add support for other crafts and other tiles as soon as I can, but the map is playable as it is.  I am including the rescaled textures from burningwell.org in a separate dir, just in case. Thanks to everyone who helped me!
« Last Edit: October 04, 2012, 12:59:42 am by Latino210 »

Offline DarkRain

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Re: Prospectors Camp - multi part map
« Reply #24 on: October 04, 2012, 12:57:57 am »
Congrats on mastering the RMA! Looking forward to your future work.

For those concerned about the textures, this is the license from BurningWell.org:
Quote from: BurningWell.org
The images in the BurningWell repository are in the public domain. Basically, this means that you are allowed to use the images freely for any purpose, commercial or private. You do not have to pay to use them, or even acknowledge or give credit to the BurningWell repository or original photographer (unless you are feeling generous).
When recognizable people appear in any of the images, the photographers have obtained a "model release" and assigned all rights to the public domain. This allows the images to be used in any manner, including advertising.

Offline ShipIt

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Re: Prospectors Camp - multi part map
« Reply #25 on: October 04, 2012, 07:16:06 am »
It is not about the licences only, but also about the quality. Imo we should only add textures of high quality that come with a normalmap.