Difference between revisions of "Map Editing/Sandbox"

From MechWarrior: Living Legends Wiki
Jump to: navigation, search
(Tools)
(Swap sandbox and article)
 
(16 intermediate revisions by one other user not shown)
Line 1: Line 1:
==Introductioin==
+
This is a placeholder page.
Map making is a complex topic. Numerous artists send work hours down the so called "pipeline" to produce an actual map.
 
To make the topic easier to understand it is good to familiarize with the tools needed before actual hard work is being done.
 
Here we will cover both tools and operations.
 
  
== [[Old Art]] ==
+
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.
Old art, or, assets that exist in the game already. To make a new and exciting map, the experienced mapper will always resort to existing art before trying to solve problems with adding new assets.
 
  
Moreover, experienced mappers are already familiar with the quite extensive library of assets in the sandbox2 editor and didn't even had the chance to try all out, let alone dry the ideas of whats possible and at hand.
+
* '''''Save your map often and create backups!''''' This is '''critical''' in case your working version becomes corrupted.
  
== [[New Art]] ==
+
* 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.
By the sole nature of this mod, it depends of an certain pool of assets that share little in common with the original game.
+
* 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.
 +
* Hold down the right mouse button to rotate the camera on spot. Holding down the middle mouse button lets you slide the camera side to side & up and down. Holding both the middle & right mouse buttons enables you to zoom in and out. You can also use the scroll wheel for finer control and the Speed value near the bottom of the Sandbox UI changes the sensitivity of camera movement.
 +
* 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.
  
By the nature of the development of this mod, some of the key assets may still be missing, while some, others, may come into consideration.
+
AncientDemise's 3h mapping stream will be linked [https://www.youtube.com/watch?v=7yJzhQj42LE&feature=youtu.be here].
 
 
Here we will deal with importing assets that are not already in the Game and Sandbox2 editor.
 
 
 
=Setting up the system=
 
We assume, now on, the following:
 
 
 
1. Besides map making You are up to '''make assets''' that don't exist in the game yet.
 
 
 
2. Windows7 64bit or newer is (or will be) used.
 
 
 
3. Clean install (literally _zero entropy_ state).
 
 
 
4. Recent DX9/DX10 compatible graphic card (Nvidia or ATI/AMD 512MB DDR3 RAM or better) with stable (WHQL?) DirectX9 compatible drivers
 
 
 
5. Working user-data (preferably incremental) backup
 
 
 
We do not know if the process can be stable in an virtual container (but would appreciate any report about that)
 
==The game==
 
Install the game and check that it works. Note it's filesystem location. Familiarize Yourself with the file structure of the game itself.
 
==The tools==
 
Each of the tools mentioned has an easy accessible and ready available guide for it's installation. Be advised tho, not to stray to much (if any) form the recommended (thus default) installation paths. Those can happen to be hard-coded into some of the tools, we will rely later on.
 
 
 
Note each suite's filesystem location. Familiarize Yourself with the file structure of each tool itself.
 
 
 
It is recommended to install every application ''for all users'' if it offers such a choice, despite the installation being intended for one user or not.
 
 
 
Take Your time to ''ascertain'' that each tool works as it's intended - we will strongly rely on this later.
 
 
 
==The plugins==
 
----
 
'''protip: '''''Before delving into this section, it is strongly advised to make an backup at this point. It is really easy to restore this system state, and quite less frustrating than to repeat all the steps already taken from the scratch. Make this backup step the last thing of the System install and just call it a day. After checking the backup is successful and present of course.
 
''
 
----
 
Next step would be to download all the tools in advance and to make certain which versions can or can't be obtained. Note that the open source software is less likely to suffer from bit-rot and abandonment than it's counterpart.
 
===Python===
 
The actual python version will depend on the ColladaCGF version You will use. No other tool or software has more strict requirement so if using ColladaCGF at all, let it decide the Python version.
 
You will also notice that Python does not come out in arbitrary versions, only certain "milestone" releases get ''binary release''. One of those is 2.6.6 [https://www.python.org/download/releases/2.6.6/], the version I use, the other is 2.5.4 needed for the 0.3.4 ColladaCGF, get it here [https://www.python.org/download/releases/2.5.4/].
 
 
 
===PyFFI===
 
Depending on the pythoin version You've got installed You will pick the right one here [https://sourceforge.net/projects/pyffi/files/?source=navbar]
 
I've used PiFFI 2.1.11
 
===ColladaCGF===
 
That's the tool that is actually doing the conversion. A wrapper to PyFFI really. Pick one here [https://sourceforge.net/projects/colladacgf/files/colladacgf/]
 
Once it's installed, You should have an right click menu item when clicking to '''*.dae''' and other supported files offering conversion to '''*.cgf''' files.
 
===CryBlend===
 
CryBlend is the older source of the two, and is for the recent CryEngine 3. It really can help for the CryEngine 2, as it offers tools for adding the proper geometry groups (for holding the LODs) and for finding potential issues with the meshes - degenerate faces (faces of zero size) and obstructed/hidden faces impossible to map textures to. Further it helps prepare the materials by naming them to the group etc.
 
 
 
Other than, that, the tool seems incapable of exporting the CGF to CryEngine 2. Instead an external exporter is needed.
 
[https://github.com/travnick/CryBlend]
 
===BCry===
 
The never of the two, and thus further away from the CryEngine 2. I'm not decided yet which is the better suited one for our business.
 
[https://github.com/AFCStudio/BCRYExporter]
 
===CryMaxTools===
 
according to this: [http://docs.cryengine.com/plugins/viewsource/viewpagesrc.action?pageId=1310877]:
 
'''Manual installation'''
 
----
 
"Plugin files can be found in the <root>\Tools\3dsmax\plugins\ folder. Copy the relevant plugin files (see list above) to the ...\plugins directory in the matching 3ds Max install folder (do not put it into the Stdplugs Folder)."
 
----
 
Further it states:
 
----
 
"The script files can be found in the \Tools\CryMaxTools folder. The tools can be installed by copying the tools loader (LoadCryMaxTools.ms) into \Scripts\Startup of the 3ds Max root directory. After restarting 3ds Max, the tools should load automatically.
 
 
 
To uninstall the tools, delete the "LoadCryMaxTools.ms" file located in the \Scripts\Startup folder of the 3ds Max directory.
 
"
 
----
 
This would allow 3DSMax to interact with Sanbox2 files in both export and import direction.
 
 
 
===DDS plugin for GIMP===
 
as the readme states , the plugin is to be _copied_ into GIMP's plugin directory. The plugin file itself is an '''exe''' file, but outside of GIMP it can't run at all - just copy it and forget it there, for the time being. Its used from within GIMP, and it works I assure You.
 
 
 
==test flight==
 
 
 
=Operations=
 
==Tweaking==
 
Tweaking an existing map that actually has the source files present. Useful to grasp the editor and its basic concepts.
 
==Creating==
 
Making an map from scratch with existing asset pool inside of MW:LL.
 
==Improving==
 
Making (or tweaking) an map with items outside of the present MW:LL asset pool.
 
==Adding Art==
 
Making art and assets not currently present in MW:LL and importing them into the Sandbox2 and further to the MW:LL pool.
 

Latest revision as of 00:29, 5 December 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.
  • Hold down the right mouse button to rotate the camera on spot. Holding down the middle mouse button lets you slide the camera side to side & up and down. Holding both the middle & right mouse buttons enables you to zoom in and out. You can also use the scroll wheel for finer control and the Speed value near the bottom of the Sandbox UI changes the sensitivity of camera movement.
  • 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.