Difference between revisions of "Map Editing"

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m (adding some basic pointers to help folks get up to speed from teh stream)
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This is a placeholder page.
 
This is a placeholder page.
  
It will eventually detail the basics of map editing, such as where to get [[Sandbox 2]], how to load MWLL's assets & pre-fabricated assets (prefabs) into the editor and ways of creating terrain. Some tips & tricks, such as planning your terrain before adding structures, capture zones, etc. etc. will be mentioned.
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It will eventually detail the basics of map editing, such as where to get [[Sandbox 2]], how to load MWLL's assets & pre-fabricated assets (prefabs) into the editor and ways of creating terrain. Some tips & tricks will be mentioned.
  
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* '''''Save your map often and create backups!''''' This is '''critical''' in case your working version becomes corrupted.
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* Plan your maps before you actually begin making them. Have a good idea of how the map will ''flow'', that is, how players are likely to interact with the terrain, buildings and/or capture zones you intend to place. You may want to run your draft map/terrain past other players to help refine your design.
 
* Make sure the path of the editor shortcut you use ends with the command switch -mod mwll, otherwise it will not work properly. Place this switch at the end of the file the shortcut points to.
 
* Make sure the path of the editor shortcut you use ends with the command switch -mod mwll, otherwise it will not work properly. Place this switch at the end of the file the shortcut points to.
 
* Most heightmaps are generated as 4096 x 4096 units in size, using a scaling of 2 metres per unit.
 
* Most heightmaps are generated as 4096 x 4096 units in size, using a scaling of 2 metres per unit.

Revision as of 19:10, 14 September 2017

This is a placeholder page.

It will eventually detail the basics of map editing, such as where to get Sandbox 2, how to load MWLL's assets & pre-fabricated assets (prefabs) into the editor and ways of creating terrain. Some tips & tricks will be mentioned.

  • Save your map often and create backups! This is critical in case your working version becomes corrupted.
  • Plan your maps before you actually begin making them. Have a good idea of how the map will flow, that is, how players are likely to interact with the terrain, buildings and/or capture zones you intend to place. You may want to run your draft map/terrain past other players to help refine your design.
  • Make sure the path of the editor shortcut you use ends with the command switch -mod mwll, otherwise it will not work properly. Place this switch at the end of the file the shortcut points to.
  • Most heightmaps are generated as 4096 x 4096 units in size, using a scaling of 2 metres per unit.
  • To load MWLL's prefabs into the editor, go to View > Open View Pane > Database View, click the Prefab Library tab and locate mwll_assets.xml. They will then appear under the Prefab section on the right-hand pane.

AncientDemise's 3h mapping stream will be linked here.