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.
    • 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