Editing Maps/Editing
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− | [[File:Map_Comparison.png|thumb|Comparison between editor view and in-game view of a map.]][[Maps]] in [[ | + | [[File:Map_Comparison.png|thumb|Comparison between editor view and in-game view of a map.]][[Maps]] in [[Glest]] are created with the Map Editor. However, this editor has changed drastically over time, and now has 3 separate versions with each fork, [[Glest]], [[MegaGlest]], and the [[Glest Advanced Engine]], each with its own strengths and weaknesses. |
==Factors controlled by maps== | ==Factors controlled by maps== | ||
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*All objects are defined in the tilesets, and while standards exist, some tilesets may still make objects walkable where they generally are not or entirely different types of objects in place of the standard array. | *All objects are defined in the tilesets, and while standards exist, some tilesets may still make objects walkable where they generally are not or entirely different types of objects in place of the standard array. | ||
− | ==Map | + | ==Map Editors== |
+ | ===Glest=== | ||
+ | The original Glest map editor is virtually unused now, as it is the most difficult to use and lacks the features of the MegaGlest and GAE map editors, which can still make backwards compatible maps for Glest. | ||
+ | [[File:Megaglest_map_editor.png|thumb|The MegaGlest map editor.]] | ||
===MegaGlest=== | ===MegaGlest=== | ||
− | The MegaGlest editor expands on the regular editor, adding image based toolbars, the ability to create gradients for height modifications, mirroring, an undo and redo system, support for up to 8 players, hotkeys, and an expanded menu system. This makes it the editor of choice when making maps, as it is far more powerful than the original map editor. | + | The MegaGlest editor expands on the regular editor, adding image based toolbars, the ability to create gradients for height modifications, mirroring, an undo and redo system, support for up to 8 players, hotkeys, and an expanded menu system. This makes it the editor of choice when making maps, as it is far more powerful than the original map editor and can create backwards compatible maps or cutting edge maps for either MegaGlest or GAE. |
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[[File:Gae_map_editor.png|thumb|GAE's map editor.]] | [[File:Gae_map_editor.png|thumb|GAE's map editor.]] | ||
− | + | ===GAE=== | |
+ | GAE's map editor has similar capabilities to the MegaGlest editor, though it does not yet support mirroring, cliffs, or camera distance defaults. Its menus are more compact than the MegaGlest editor, though it has an experimental feature that lets you view the map as it would be seen in-game.sucks. | ||
==Map Overview== | ==Map Overview== | ||
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*Resource 5 - Undefined | *Resource 5 - Undefined | ||
<small>'''Note:''' Tech trees can use objects as resources. The difference is that 3d models for objects are defined on the tileset while resource 3d models are defined on the tech tree.</small> | <small>'''Note:''' Tech trees can use objects as resources. The difference is that 3d models for objects are defined on the tileset while resource 3d models are defined on the tech tree.</small> | ||
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==Map design tips== | ==Map design tips== | ||
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===Surfaces and Height=== | ===Surfaces and Height=== | ||
− | + | *Surface textures 1 and 2 are used as the primary surface type. | |
− | *Surface textures 1 and 2 are used as the primary surface type. | ||
[[File:Shoreline borders.jpg|thumb|Shoreline example.]] | [[File:Shoreline borders.jpg|thumb|Shoreline example.]] | ||
*Surface textures 3 and 4 are used for roads, trails, as well as ocean and lake shorelines and at player starting locations. | *Surface textures 3 and 4 are used for roads, trails, as well as ocean and lake shorelines and at player starting locations. | ||
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[[File:Road_shoulder.jpg|thumb|Road shoulder example.]] | [[File:Road_shoulder.jpg|thumb|Road shoulder example.]] | ||
*Use different textures for bordering roads to create a road "shoulder". | *Use different textures for bordering roads to create a road "shoulder". | ||
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===AI Pathfinder=== | ===AI Pathfinder=== | ||
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*Avoid twisting the paths between players, as the pathfinder tends to get stuck in such places. | *Avoid twisting the paths between players, as the pathfinder tends to get stuck in such places. | ||
*If there is objects in the center preventing passage, ensure the edges of the objects are smooth to prevent the pathfinder from trying to walk through them. | *If there is objects in the center preventing passage, ensure the edges of the objects are smooth to prevent the pathfinder from trying to walk through them. | ||
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==See Also== | ==See Also== |