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.
    • 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