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 Scene Making Tutorial 
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Joined: Sat Feb 03, 2007 7:11 pm
Posts: 1493
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Post Scene Making Tutorial
This is a Basic Tutorial on understanding scenes. While the majority of the explanations here still apply, most of this tutorial was meant for Cortex Command circa Build 22 (and other parts are much older, dating back to Build 13).

One can obviously use the map editor included in the game for creation,
but this is for those who want more customizability/understanding, or those who haven't purchased the
game yet.

This tutorial works by giving you a walkthrough of all the variables and their functions.

Here's how it goes:
1. Start Out by making the base code .ini

For this example we are just going to copy
a scene ini from the base and put it in
a folder called *yourname*.rte


2. Once you have all the code you need to
get started... get started.

This defines what objects are going into your
scene (not where they are placed)

Code:
////////////////////////////////////////////////
//Begin list of TerrainObjects
AddTerrainObject = TerrainObject
   InstanceName = Brain Vault
   // Foreground color bitmap
   FGColorFile = ContentFile
      Path = Base.rte/Scene/Objects/BrainVaultFG.bmp
   // Material bitmap
   MaterialFile = ContentFile
      Path = Base.rte/Scene/Objects/BrainVaultMat.bmp
   // Background color bitmap
   BGColorFile = ContentFile
      Path = Base.rte/Scene/Objects/BrainVaultBG.bmp
In here it shows the code for a brain vault.




Code:
   AddTerrainObject = TerrainObject
   InstanceName = Brain Vault
This defines the name of your object.


Code:
      FGColorFile = ContentFile
      Path = Base.rte/Scene/Objects/BrainVaultFG.bmp
This picture path defines what your foreground will look like.

Code:
      MaterialFile = ContentFile
      Path = Base.rte/Scene/Objects/BrainVaultMat.bmp
This defines what your object is made of. Look toward the bottom to see the basics of material file editing.

Code:
      BGColorFile = ContentFile
      Path = Base.rte/Scene/Objects/BrainVaultBG.bmp

This defines the background.

So far, so simple.


Next bit of code defines the debris in your ground (gold and rocks)
Code:
   AddTerrainDebris = TerrainDebris
   InstanceName = Boulders
   DebrisFile = ContentFile
      // When loading, 000-001-002 etc is added automatically before .bmp
      Path = Base.rte/Scenes/Objects/Boulders/Boulder.bmp
   DebrisPieceCount = 103
   DebrisMaterial = Material
      CopyOf = Stone
   TargetMaterial = Material
      CopyOf = Earth
   OnlyOnSurface = 0
   MinDepth = 0
   MaxDepth = 300
   DensityPerMeter = 1.5
The name is boulders there are 103 in map.
There are 1.5 per 20 pixels.
can only go to a depth of 300 pixels.


Finally you get to name your scene!
Code:
   AddScene = Scene
   InstanceName = Grasslands
   LocationOnPlanet = Vector
      X = 0
      Y = 0
   // Gravity acceleration, m/s^2
   GlobalAcceleration = Vector
      X = 0
      Y = 19.82
The y number is the gravity.
Grasslands is the name. Don't wear it out.
Global Acceleration is the Gravity for the Scene (It's usually frowned upon if you change it).
LocationOnPlanet is where your little dot on the Planet is (Only If this is a Lua Campaign Mission).

Code:
   // Terrain SceneLayer
   Terrain = SLTerrain
      InstanceName = Grasslands Terrain
      BitmapFile = ContentFile
         Path = Base.rte/Scenes/Grasslands.bmp
      WrapX = 1
      WrapY = 0
      ScrollRatio = Vector
         X = 1.0
         Y = -1.0
      BackgroundTexture = ContentFile
         Path = Base.rte/Scenes/Textures/DirtDark.bmp
This is where you need to define a material file for the map.
I'm sure that it uses the same colors as MATs.
Background texture file is the background of the terrain once you knock it loose.

Code:
      WrapX = 1
      WrapY = 0
      ScrollRatio = Vector
         X = 1.0
         Y = -1.0
This defines where the map wraps (loops).
But you must change the scroll ratios, if you change
the wrap variables to get a map in the 2d dimension.

Code:
 /////////////////////////////////////////
      // Terrain Debris which is scattered
     
      AddTerrainDebris = TerrainDebris
         CopyOf = Gold

      AddTerrainDebris = TerrainDebris
         CopyOf = Plants

      AddTerrainDebris = TerrainDebris
         CopyOf = Boulders
This must be here to make your gold and stuff appear in the dirt.
This also uses the boulders we defined earlier.

Code:
      /////////////////////////////////////////
      // Material frostings
      
      AddTerrainFrosting = TerrainFrosting
         TargetMaterial = Material
            CopyOf = Topsoil
         FrostingMaterial = Material
            CopyOf = Grass
         MinThickness = 5
         MaxThickness = 7
         InAirOnly = 1
This is the new way to make grass on dirt.

Make the grass target any material, and then
you can make the grass anything you want.

Min and max thickness is the density (prollabably per
meter (20 pixels)) of the foliage or grass.

InAirOnly is the variable which makes it appear only
in the presence of air (Pink) and the target material.


Code:
         /////////////////////////////////////////
      // List of TerrainObjects to apply
     
      PlaceTerrainObject = TerrainObject
         CopyOf = Rocket Silo
         Location = Vector
            X = 1357
            Y = 693
This defines where your earlier terrain objects are placed.

The y is pixels from the top to the bottom. 0 is top of map.
The x is pixels from the loop to the right. 0 is inside loop.


Code:
      PlaceMovableObject = ACRocket
      CopyOf = Rocket MK1
      Position = Vector
         X = 1605
         Y = 855
      Team = 0
This defines where and what actors are placed.

Setting "Team =" to 1 would make it the enemy Rocket.
Same with the brain. As a matter of fact:
Lord Tim wrote:
You can skip the base placement phase by putting in brains for both players in the scene.ini.


Code:
   AddBackgroundLayer = SceneLayer
      InstanceName = Middle Layer
      DrawTransparent = 1
      WrapX = 1
      WrapY = 0
      ScrollRatio = Vector
         X = 0.25
         Y = 1200
      BitmapFile = ContentFile
         Path = Base.rte/Scenes/Backdrops/Middle.bmp
   AddBackgroundLayer = SceneLayer
      InstanceName = Clouds Layer
      DrawTransparent = 1
      WrapX = 1
      WrapY = 0
      ScrollRatio = Vector
         X = 0.02
         Y = 2400
      BitmapFile = ContentFile
         Path = Base.rte/Scenes/Backdrops/Clouds.bmp
   AddBackgroundLayer = SceneLayer
      InstanceName = Sky Layer
      DrawTransparent = 0
      WrapX = 0
      WrapY = 0
      ScrollRatio = Vector
         X = 640
         Y = 1200
      BitmapFile = ContentFile
         Path = Base.rte/Scenes/Backdrops/Back.bmp
This defines the Sky of your Scene
Default is Rocks from the Horiz-Land scene.

3. Now that the Explaining is over we can start
making the stuff in the map.

MATS:
Image

This is an example of a MAT (Material file) that you might find.

Grey = Concrete
Purple = empty space that dirt doesn't go into (Air) or empty space. Also prevents debris when used in terrain.
Pink = is completely empty space. or Air.

These are all of the things needed to make bases so this should be sufficient.
See bonus for custom MATS.

Contours/Map MATs

Copy a map that has already been made like Grass Lands or Horizland.

And make the open air all that hot pink color.

And draw your own map. You can use custom materials by using the method below.

And make sure to use RLE compression otherwise errors will befall you.

But if you use paint and copy someone else's map for colors and stuff,
use that image and redraw terrain for your own uses. That way it will maintain
RLE compression. Or you don't need it; all you really need is the palette.

Blah: http://www.google.com/search?q=RLE+Compression

Tip: Make it look natural not just a map made of topsoil.

4. LUA! I'm sure this is the part you have all been waiting for.
Here's how to incorporate a written Lua script into your scene (not how to write lua, silly!)

Add your .lua file into your scene folder, and at the end of your *Scene Here*.ini add:

Code:
AddActivity = GAScripted
   PresetName = *Your Scene*
   SceneName = *Your Scene Again*
   ScriptFile = *Your Mod*.rte/*Your Lua*.lua
   InCampaignStage = 1 // <-- Critical That you have this part. It needs to be set to one.
   LuaClassName = *Whatever LuaClassName you used in the .lua file*
   TeamCount = 2 // <-- Probably always 2
   PlayerCount = 1   //Change to How many players you intend to have use this map.
   TeamOfPlayer1 = 0 // Player 1's Team (Red)
   TeamOfPlayer2 = 1 // Player 2's Team (Green)


You also need to change the "Location on Planet Vector" at the beggining of your scene to where
you want the little dot on the planet to be located.

Now you can mess with your Lua file, which is a whole 'nother thing.


BONUS (Not Sure if this works anymore):
To make custom MATS you can make a MOSRotating
that is made out of custom material the let loose on a map.

Wait till' it becomes static/terrain and then press "Ctrl+m" twice.

Then look at the color of your object. Then press Print Screen.

Go into paint and take the color of the object and paste it into
your MAT. Now you can make fully custom terrain objects.

Happy map making!


Last edited by zalo on Wed Sep 26, 2012 2:53 am, edited 7 times in total.

Disclaimers on validity in this day and old age. Unstickied.



Thu Jun 28, 2007 5:31 pm
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Very good. I hope more people will start making maps now. This will definitely help.

Sticky nowz.


Thu Jun 28, 2007 7:46 pm
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Sticky. Now. Plox.

Kudos to you, good work!


Thu Jun 28, 2007 11:07 pm
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Post 
This is what you don't want to do :


Sat Jun 30, 2007 6:16 am
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Lolz, se yoo.Random thing?


Sat Jun 30, 2007 6:57 am
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Yes, that is the result of random test 1.


Sat Jun 30, 2007 6:58 am
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Must show me you wais!


Sat Jun 30, 2007 7:03 am
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How do you actually put objects in? Like I made a bunker, but I have no idea how to get it into the scene. I've looked at some other scenes' coding, but I haven't found any filepaths that lead to the bunkers...

Actually, I just looked at the coordinates marked in the code for 'CBunker', and it IS where it placed a bunker on the map, only it's a bunker the person made and saved in their file, and they don't have a filepath that shows where the bunker is saved. HELP!


Wed Jul 04, 2007 8:21 pm
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Post 
objects like bunkers are defined generally in another file than the level file un base.rte. personnally, I define them before the code of the scene in my .ini .

here is how a map object code looks like:

Code:
AddTerrainObject = TerrainObject
   InstanceName = bunker right
   // Foreground color bitmap
   FGColorFile = ContentFile
      Path = WW2bunkerz.rte/objects/bunker_foreground_R.bmp
   // Material bitmap
   MaterialFile = ContentFile
      Path = WW2bunkerz.rte/objects/bunker_mat_R.bmp
   // Background color bitmap
   BGColorFile = ContentFile
      Path = WW2bunkerz.rte/objects/bunker_background_R.bmp


Wed Jul 04, 2007 8:36 pm
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So I put that in my 'Scenes' file?

Wait, how do I specifiy X and Y coordinates?

EDIT: Nevermind, I looked at your WW2 bunker scene and checked it out from there. Thanks!


Wed Jul 04, 2007 10:38 pm
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Post Re: Map Tutorial *Build 14 Edition*
lucky, mine didnt even work


Mon Jul 16, 2007 7:38 pm
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Post Re: Map Tutorial *Build 14 Edition*
This can be updated for build 15 by adding that Mother Brain has been changed to Brain Case, and that you can skip the base placement phase by putting in brains for both players in the scene.ini. Not much else has changed.


Sat Jul 28, 2007 9:50 pm
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Post Re: Map Tutorial *Build 15 Edition*
I'll just quote the second part of your sentance, and update the rest.


Sun Jul 29, 2007 1:19 am
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Post --------> *BUILD 22 EDITION* <---------- WOW!
Gave it a slight update.


Sat Mar 21, 2009 12:37 am
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Post Re: Scene Making Tutorial *Build 22 Edition*
Anything a mac user can use to make a map? If I try to make it with gimp and in pallette, the 'transparent' pink turns into maroon. Any other mac compatible paint programs for the MATs and The backgrounds and so on/so forth? And also, can I make bunker modules roughly based on this, since the MAT system for both is the same?


Sat Mar 21, 2009 9:52 pm
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