Author Topic: [TUTORIAL] Basic Mission Editing  (Read 3702 times)

The Basics of Mission Editing.

Table of Contents

1.0 Getting Started
2.0 In Game Basics
3.0 Terrain Editing
-3.1 Terrain Terraforming
-3.2 Terrain Texturing/Painting
4.0 Adding Objects
5.0 Guidelines

1.0

If you haven't already, create a Blockland shortcut. Open the Blockland Folder and right click the Blockland Application. Select Create Shortcut. Next, right click again and select properties. Where it says target, type -mod editor(it should look like C:\Blockland\Blockland.exe -mod editor or C:\Program FilesBlockland\Blockland.exe -mod editor). Now hit apply and ok. Right click the shortcut for the last time and select rename. Rename it to Blockland - Editor. Now open the application by double clicking it, or right click and open. Start a game on single player(Flatlands is suggested)

2.0

Now to open the Mission editor, hit F11, F10 is the GUI editor.

3.0

To start Terrain editing, you can toggle different types of terrain editing by clicking window and selecting a different type of editing .

-3.1

Terraforming editing is basically a tool to change the shape of the terrain. You can change the type of Terraforming by clicking Action. The following are the types of terraforming:
-Add Dirt: Hightens terrain
-Excavate: Lowers Terrain
-Addjustust Height: Bassicaly the abilty to drag terrain to the height/depth you would like it
-Flatten: Flattens The terrain
-Smooth: Smooths our those spikey mistakes and makes a nice clean finish.
-Set Height: Makes selected terrain the defualt height

-3.2

Select window, then texture painter to open the Texture Painter. Once done, the rest is bassically self explanitory. It is a very basic and easy to use tool. You can change the textures that are given to you by defualt by clicking change/add.
 The terrain Texture Editor is more complicated than the Texture Painter, This feature gives the ability to edit textures
 player around with it and and you'll get the hang of it.

4.0

As you've seen, there are many maps with .dts files in them including trees, buildings, statues, etc. You can add shapes to the map using the World Editor Creator. I advise NOT to take any add-on's shapes unless you have been granted permission to do so by the creator. You can add your own shapes as you please, but please limit yourself to reduce loading on someone's server is they don't have the map. You can add trees in the map by expanding Static Sahpes / Base / Data / Shapes / Sharp trees. To delete a shape, select the shape and hit Delete.

5.0

Please do not release suckish mapsusually meaning your first couple maps unless they are really good, if you are not sure, please post a couple pictures of them in the Gallary and a create a poll, do not make a stuff forgeted poll saying "I'm gay and hate this map" and "I love this map and I'm straight." What does loveualy priority have to do with your map, kthnxbai. Now you know the basics and go practice map making, if you have any questions please post here and I will try answering them as fast as possible.

How do i put in terrain and water?

How do i put in terrain and water?
What do you mean by terrain? And water is what I want to know lol, I'm playing around with it trying to figure it out, it'll eventually come to me. Everytime I put water, its only a small peice about the size of a 32x32 plate.

What do you mean by terrain? And water is what I want to know lol, I'm playing around with it trying to figure it out, it'll eventually come to me. Everytime I put water, its only a small peice about the size of a 32x32 plate.
Place the water in a map other then kitchen and bedroom, preferably slopes. Then go into world editor inspector and edit the size. Making it in bedroom will not work.

Place the water in a map other then kitchen and bedroom, preferably slopes. Then go into world editor inspector and edit the size. Making it in bedroom will not work.
Thanks

For water, you need to create a new object called a Waterblock. Assuming you have no idea what goes into a waterblock, you can easily copy a working one from another map's script and simply paste it accordingly into your new map's script. The commonly used waterblock that fills the entire map forever is actually broken (on purpose or otherwise, I don't know).


Here's an example of a working, restricted-fill waterblock

Code: [Select]
  new WaterBlock(SwampWatera) {
      position = "-80 -168 -56.6733";
      rotation = "1 0 0 0";
      scale = "224 352 100";
      UseDepthMask = "1";
      RepeatTerrain = "1";
      surfaceTexture = "base/data/water/TSwater1";
      ShoreTexture = "base/data/water/TSwater1";
      envMapOverTexture = "base/data/water/TSwater1";
      envMapUnderTexture = "base/data/water/TSwater1";
      submergeTexture[0] = "base/data/water/TSwater1";
      submergeTexture[1] = "base/data/water/TSwater1";
      specularMaskTex = "a";
      liquidType = "StagnantWater";
      density = "1";
      viscosity = "40";
      waveMagnitude = "0";
      surfaceOpacity = "0.75";
      envMapIntensity = "0.1";
      TessSurface = "1e+006";
      TessShore = "1e+006";
      SurfaceParallax = "0.5";
      FlowAngle = "0";
      FlowRate = "0";
      DistortGridScale = "0.1";
      DistortMag = "0.05";
      DistortTime = "0.5";
      ShoreDepth = "1";
      DepthGradient = "2";
      MinAlpha = "0.1";
      MaxAlpha = "0.3";
      removeWetEdges = "1";
      specularColor = "1.000000 1.000000 1.000000 1.000000";
      specularPower = "6";
      waterColor = "0.200000 0.600000 0.600000 0.300000";
      useCustomFog = "0";
      customFogDistance = "800";
      customVisibilityDistance = "1000";
         textureSize = "1 1";
         floodFill = "1";
         extent = "100 100 10";
         envMapTexture = "common/data/skies/sunset_0007";
         params0 = "0.32 -0.67 0.066 0.5";
         params1 = "0.63 -2.41 0.33 0.21";
         seedPoints = "0 0 1 0 1 1 0 1";
         params2 = "0.39 0.39 0.2 0.133";
         params3 = "1.21 -0.61 0.13 -0.33";
   };


Just copy-paste this datablock into your map's script (cannot be done via the map editor). Now in-game using the map editor, you can change each of the parameters using the World Inspector whatchamacallit. You can stretch and position a block like this to fill interiors like Bedroom or Kitchen, yet keep the other map areas around the block dry.

Or if you want to make a sea that goes on forever you can copy one of the current waterblocks that do just that no problem. You can find those on your own.

I'm not going to explain what each of the parameters do, you have ample amounts of resources and an extremely easy, visual Map Editor tool that lets you test everything out and see it shape before your eyes, so go crazy.
« Last Edit: August 28, 2009, 02:48:57 PM by Muffinmix »

I'm not going to explain what each of the parameters do, you have ample amounts of resources and an extremely easy, visual Map Editor tool that lets you test everything out and see it shape before your eyes, so go crazy.

I actually happen to be making on a tutorial that covers absolutely every option there is to change on a waterblock. I'm only about a third of the way through, but you can preview it here: http://docs.google.com/present/view?id=dknbbxb_18fmzsfbf4

Right now it's just resizing, placing, and creating waterblocks, although I plan to have changing textures done today as well.

If you check on it at different times today you might see it change, I'm working on it right now.

I actually happen to be making on a tutorial that covers absolutely every option there is to change on a waterblock. I'm only about a third of the way through, but you can preview it here: http://docs.google.com/present/view?id=dknbbxb_18fmzsfbf4

Well there's your resource guys! This is very nice by the way Wedge, I'm reading it right now.

I know this sounds stupid, but I cant get the mission editor to work.
It dosent recognize it.

Thanks a lot MuffinMix and Wedge :cookieMonster:

Sorry it took awhile to say that, its just that you posted durring my ban ban train.