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Offline tilli

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map compiling questions
« on: September 05, 2010, 11:38:34 am »
Hi

ok, technical data first:
windows XP, admin rights
uforadiant 1.5.0 Jun 16 release build
installed on D:\

I have trouble compiling maps made in uforadint. I worked myself trough the tutorial and wanted to compile the map to test it and learn what I did wrong. Compiler binary is set at "ufo2map.exe". Trying to compile (Map->compile) out of uforadiant results in nothing. Calling ufo2map.exe in command line with absolut or relativ paths results in map not found errors.
Part of the uforadiant installation is in on C: partion, putting everything there, ufo2map compiles something, but it is useless or broken.
Could you give me some ideas about things I should verify or troubleshoot.

Big thanks.

Tilli


Offline Kildor

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Re: map compiling questions
« Reply #1 on: September 05, 2010, 12:03:11 pm »
If you want to compile maps for game, You can use contrib/scripts/compile_map.bat script.

Offline H-Hour

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Re: map compiling questions
« Reply #2 on: September 05, 2010, 12:30:49 pm »
Hi Tilli, glad to see you're working with UFORadiant. I've never compiled from UFORadiant because it's never worked for me.

The way I get ufo2map.exe to work for me is like this:

1. I make sure the file is located in the base ufoai directory, where the game .exe is. So if it's in /ufoai/, I do /ufoai/ufo2map.exe.

2. I make sure my .map file is located in the maps folder of the base directory, like /ufoai/base/maps/yourmap.map.

3. I open the cmd prompt (Start > Run, then type cmd and enter if I remember correctly). I browse to the /ufoai/ directory and enter the following:

ufo2map maps/yourmap.map

That should pump out a yourmap.bsp in the same location as yourmap.map. If it's not working for you, let us know.

You can also jump on our IRC channel -- irc://irc.freenode.org/ufoai -- If I'm on I'll do my best to help.

Offline tilli

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Re: map compiling questions
« Reply #3 on: September 05, 2010, 08:00:30 pm »
Thanks H-Hour, for some unknown but happy reason it works on my testmap (a concret slab of 124x124x4). Also on the chance to look like an idiot, the next trouble also appeared.
begin quote:
after compiling to .map file into a .bsp, you should add your map to the maps.ufo script in base/ufos to see it in the skirmish menu.
end quote
Problem: no such directory !
I'm having the feeling that maybe I don't have a full installation, which is needed. I installed the full 2.3 release package, is that enough. I'm probably missing something here.

Tilli

Offline Thrashard96

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Re: map compiling questions
« Reply #4 on: September 05, 2010, 08:30:02 pm »
And how to make it for campaign? Just to know when i will start making my map.

Offline H-Hour

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Re: map compiling questions
« Reply #5 on: September 05, 2010, 08:52:11 pm »
Hey Tilli,

In your /base/ folder you've probably got a series of .pk3 files. I think there's one called 0ufos.pk3 and you need to unpack it. You can use 7-zip to do so. It will unpack into a /ufos/ folder and you'll see tons of .ufo files inside, which is what UFOAI uses to configure a number of things.  Depending on how you get the game, you've either got the folders or the pk3 files, which just pack it up to be a bit smaller.

There you'll find the maps.ufo script. You should take a look at the maps.ufo script just to see how a map is defined. But if it's just a test map, I'd recommend making your own .ufo file. It's just a basic text file (use Notepad or Notepad++ if you have it) with the following code:

Code: [Select]
mapdef yourtestmap
{
map "yourtestmap"
description "_A test map."
multiplayer false
maxaliens 8

aircraft
{
// Just for your test map, leave this empty
}

ufos
{
// Just for your test map, leave this empty
}

terrains
{
// Just for your test map, leave this empty
}

cultures
{
// Just for your test map, leave this empty
}

populations
{
// Just for your test map, leave this empty
}
}

Save it as "yourtestmap.ufo" in the /ufos/ folder (if you want, you don't even need to unpack 0ufos.pk3, you can make your own folder and drop it in). This will make it appear in the skirmish menu.

Offline tilli

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Re: map compiling questions
« Reply #6 on: September 06, 2010, 11:23:39 am »
Thanks again, worked like a charme. Got killed by alien on my own map. Hurray!
Now onto expanding it a little bit.

Offline H-Hour

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Re: map compiling questions
« Reply #7 on: September 06, 2010, 11:30:43 am »
Nice, post some screenshots when you get a little farther along.  :)

Offline tilli

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Re: map compiling questions
« Reply #8 on: September 06, 2010, 11:48:27 am »
you wanted a picture? here is one.

Offline H-Hour

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Re: map compiling questions
« Reply #9 on: September 06, 2010, 11:52:05 am »
Very nice! A good place to start.