FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    Starters guide to Mapping

    Scheduled Pinned Locked Moved Mapping
    guidemapmapping
    15 Posts 4 Posters 831 Views 1 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • MadMaxM Offline
      MadMax
      last edited by

      between me and jip we are going through what tutorials are available and whats missing and updating as needed so there will essentially be a master guide in one place (soon ™ ) In answer to the decals i don't believe its possible to make them adaptive i.e. you can't link it to whether the resource spawns or not, i don't think the code is currently in place to allow this, but would love to be proven wrong on this tho. Your map is looking good, but i'd go careful with the narrow paths they will cause path finding issues

      Vault Admin / Creative Team / Map Guru

      1 Reply Last reply Reply Quote 0
      • JipJ Offline
        Jip
        last edited by

        You can spawn decals dynamically and you could theoretically place them adaptive too. The code doesn't support it in its current state, I'm experimenting with dynamically placing decals in one of the Nomad missions 🙂 .

        A work of art is never finished, merely abandoned

        1 Reply Last reply Reply Quote 0
        • PhotekP Offline
          Photek
          last edited by

          Good to hear! I am eagerly awaiting..

          So how do the 'adaptive' maps work then? Mass decals with no markers?

          1 Reply Last reply Reply Quote 0
          • MadMaxM Offline
            MadMax
            last edited by MadMax

            they are technically props that are placed where the marker is and you choose through the options which ones spawn here's the relevant code

            function spawnresource(Position,restype, spawnhpr)
                --check type of resource and set parameters
                local bp, albedo, size, lod;
                if restype == "Mass" then
                    albedo = "/env/common/splats/mass_marker.dds";
                    bp = "/env/common/props/massDeposit01_prop.bp";
                    size = 2;
                    lod = 100;
                else
                    albedo = "/env/common/splats/hydrocarbon_marker.dds";
                    bp = "/env/common/props/hydrocarbonDeposit01_prop.bp";
                    size = 6;
                    lod = 200;
                end
                
                --create the resource
                CreateResourceDeposit(restype, Position[1], Position[2], Position[3], size/2);
                
                --create the resource graphic on the map
                if spawnhpr then
                    CreatePropHPR(bp, Position[1], Position[2], Position[3], Random(0,360), 0, 0);
                end
                --create the resource icon on the map
                CreateSplat(
                    Position,                # Position
                    0,                       # Heading (rotation)
                    albedo,                  # Texture name for albedo
                    size, size,              # SizeX/Z
                    lod,                     # LOD
                    0,                       # Duration (0 == does not expire)
                    -1,                      # Army (-1 == not owned by any single army)
                    0                        # Fidelity
                );
            end

            Vault Admin / Creative Team / Map Guru

            1 Reply Last reply Reply Quote 0
            • PhotekP Offline
              Photek
              last edited by

              Ok I might've bitten off too much to chew, I will be visiting the discord for further assistance.

              1 Reply Last reply Reply Quote 0
              • MadMaxM Offline
                MadMax
                last edited by

                you don't really need to know the code to much to or at all really all your doing is changing variables, copy pasting code and making a table which by the sounds of it you've already done. here's my updated guide to adaptive maps https://forums.faforever.com/viewtopic.php?f=53&t=19242

                Vault Admin / Creative Team / Map Guru

                1 Reply Last reply Reply Quote 1
                • PhotekP Offline
                  Photek
                  last edited by

                  Thanks for this. It seems I did not search the forums well enough.

                  1 Reply Last reply Reply Quote 0
                  • PhotekP Offline
                    Photek
                    last edited by

                    The decals & props for both 'Mass' & 'Hydrocarbon' deposits are automatically placed on the markers when you have the 'adaptive' script enabled', I did not have to align them manually in the editor. Possible obvious mistake but maybe this will save someone some time.

                    Thanks again for the guide MadMax, I followed it step by step and have my first 'adaptive' map working now 🙂

                    biassB 1 Reply Last reply Reply Quote 0
                    • MadMaxM Offline
                      MadMax
                      last edited by

                      i see you meant the stock decal and props and there was me giving you the complex answer when the simple one was what you wanted

                      Vault Admin / Creative Team / Map Guru

                      1 Reply Last reply Reply Quote 0
                      • PhotekP Offline
                        Photek
                        last edited by

                        Happy accident

                        1 Reply Last reply Reply Quote 0
                        • biassB Offline
                          biass @Photek
                          last edited by

                          @Stealth9 said in Starters guide to Mapping:

                          The decals & props for both 'Mass' & 'Hydrocarbon' deposits are automatically placed on the markers when you have the 'adaptive' script enabled'

                          It does this regardless if you have the script or not.

                          1 Reply Last reply Reply Quote 0
                          • PhotekP Offline
                            Photek
                            last edited by

                            Ok, so when using Ozonex Map Editor I only have to place markers for resources. Is this the same in the gpg map editor?

                            1 Reply Last reply Reply Quote 0
                            • MadMaxM Offline
                              MadMax
                              last edited by

                              yes but gpg lacks the mirroring functions of ozonex

                              Vault Admin / Creative Team / Map Guru

                              1 Reply Last reply Reply Quote 0
                              • First post
                                Last post