Map Questions
Re: Grassy areas not everywhere
And uhm, another thing about your Savannah map Durokan, the edges seem to have a slightly different elevation in some parts, can you point me to the responsible codes, if it's fixable?
Re: Grassy areas not everywhere
dont know what causes that (can you supply a screenshot showing exactly what you mean so we are on the same page)
IE its probably not fixable, though you could try initializing the map as 'water' instead of 'grass'
IE its probably not fixable, though you could try initializing the map as 'water' instead of 'grass'
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Re: Grassy areas not everywhere
Sure!
Changing the map type didn't work, but it's not that important anyway.
That shallow passing though is.
Changing the map type didn't work, but it's not that important anyway.
That shallow passing though is.
Re: Grassy areas not everywhere
I wasn't aware that any maps spawned grass everywhere.
The function of man is to live, not to exist.
Re: Grassy areas not everywhere
adjust the height of 'continent' to be higher, it might do that. could also try initializing the map as 'water' instead of 'grass', possibly it's something that can't be fixed
If you do end up changing the height of continent, you will also most likely have to change the center island and some water heights
If you do end up changing the height of continent, you will also most likely have to change the center island and some water heights
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Re: Map Questions
Durokan, if I may ask for a little favor/help, can you take a look at this Sahara map and find out why Town Centers don't spawn sometimes, even for multiple players?
https://www.dropbox.com/s/ei61c5v0p5t4z ... ra.xs?dl=0
I tried looking at the avoid codes but I cannot find the issue. It's annoying for an otherwise great map.
https://www.dropbox.com/s/ei61c5v0p5t4z ... ra.xs?dl=0
I tried looking at the avoid codes but I cannot find the issue. It's annoying for an otherwise great map.
Re: Map Questions
@mandosrex
, I think it's better to tag him: @Durokanmandosrex wrote:notification
Durokan wrote:notification
Re: Map Questions
@mandosrex
I will look into some time in the next few days. Tagging me or sending a DM is the best way to notify me because I don't always read every thread that pops up
mandosrex wrote:notification
I will look into some time in the next few days. Tagging me or sending a DM is the best way to notify me because I don't always read every thread that pops up
Check out my Custom Map Workshop here!
http://eso-community.net/viewtopic.php?p=98718#top
http://eso-community.net/viewtopic.php?p=98718#top
Re: Map Questions
mandosrex wrote:Durokan, if I may ask for a little favor/help, can you take a look at this Sahara map and find out why Town Centers don't spawn sometimes, even for multiple players?
https://www.dropbox.com/s/ei61c5v0p5t4z ... ra.xs?dl=0
I tried looking at the avoid codes but I cannot find the issue. It's annoying for an otherwise great map.
The starting Oasis + Forest is being placed under the town center. You could try messing around with the distance it places that away from the town center, removing it entirely, giving the TC a wider placement area (currently between 1 and 5 meters away from initial location), changing the order of implementation (oasis first, then tc) or something of the like
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Re: Map Questions
Ah, I see. I guess making the TC spawn after all of that is better. Awesome, thanks a lot @Durokan
Now... I can't figure out how to add water homecity flags to your Jabel Musa map. I'm planing to make water bigger but I tried everything to add water homecity flags and it just doesn't work, always crashes. This is beyond me, could I ask for some help again? :)
Here's the map: https://www.dropbox.com/s/orrf7jqbe2imt ... a.rar?dl=0
Durokan wrote:notification
Now... I can't figure out how to add water homecity flags to your Jabel Musa map. I'm planing to make water bigger but I tried everything to add water homecity flags and it just doesn't work, always crashes. This is beyond me, could I ask for some help again? :)
Here's the map: https://www.dropbox.com/s/orrf7jqbe2imt ... a.rar?dl=0
Re: Map Questions
mandosrex wrote:Ah, I see. I guess making the TC spawn after all of that is better. Awesome, thanks a lot @DurokanDurokan wrote:notification
Now... I can't figure out how to add water homecity flags to your Jabel Musa map. I'm planing to make water bigger but I tried everything to add water homecity flags and it just doesn't work, always crashes. This is beyond me, could I ask for some help again? :)
Here's the map: https://www.dropbox.com/s/orrf7jqbe2imt ... a.rar?dl=0
Would you mind adding those as attachments to the post as I do on my map workshop so that I don't have to download a rar from dropbox? You can do that by scrolling down when making the post and clicking on the "Attachments" tab and adding each file, the .XS is good enough for viewing your code.
If you are able to place huntables/gold mines/trees correctly then you should be able to do water flags; they aren't any different except that they are normally placed in a loop. The only difference between flags and mines should be the name of the object itself.
Without having viewed the code, here is the rundown of things I would check for in order:
-Are you missing any capitalized letters where there should be, or any parentheses/semicolons
-Are all constraints you are trying to use defined correctly?
-Does your loop give any errors without the flag code block in it? If so, it's the loop's fault.
-Does your map work with my code instead of yours?
(Don't forget "someShortDistance", "someLongerDistance", "constraintName" are not going to be defined in your code and should be changed before running the map.)
I use modification of this code fragment to place water flags on my maps. It should in its entirety be placed within the "for loop" that is used to create and setup each player's starting area.
Code: Select all
int waterFlag = rmCreateObjectDef("HC water flag "+i);
rmAddObjectDefItem(waterFlag, "HomeCityWaterSpawnFlag", 1, 0.0);
rmSetObjectDefMinDistance(waterFlag, someShortDistance);
rmSetObjectDefMaxDistance(waterFlag, someLongerDistance);
rmAddObjectDefConstraint(waterFlag, constraintName);
rmPlaceObjectDefAtLoc(waterFlag, i, rmPlayerLocXFraction(i), rmPlayerLocZFraction(i), 1);
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Re: Map Questions
@Durokan
Here are the codes I used:
I even put this before it:
...and still nothing.
I've uploaded the map but note that it uses a custom water type so it might not load for you.
Help. :(
Also, another small request, if possible, could you tell me how to make your Gold Rush map for 8 players?
It's an awesome map I'd like to have full 8 player support.
Thank you so much for your help.
Update: I've managed to add 8 player support to Gold Rush so no need to bother with that anymore.
I'm sorry but I simply can't make it work properly no matter how much I try. I've managed to make water flags spawn but they only spawn one per team (for the team captain), no matter how many players there are in the team.Durokan wrote:notification
Here are the codes I used:
Code: Select all
int waterFlag = rmCreateObjectDef("HC water flag "+i);
rmAddObjectDefItem(waterFlag, "HomeCityWaterSpawnFlag", 1, 0.0);
rmSetObjectDefMinDistance(waterFlag, 72);
rmSetObjectDefMaxDistance(waterFlag, 78);
rmPlaceObjectDefAtLoc(waterFlag, i, rmPlayerLocXFraction(i), rmPlayerLocZFraction(i), 1);
I even put this before it:
Code: Select all
int teamNumber = rmGetPlayerTeam(i);
...and still nothing.
I've uploaded the map but note that it uses a custom water type so it might not load for you.
Help. :(
Also, another small request, if possible, could you tell me how to make your Gold Rush map for 8 players?
It's an awesome map I'd like to have full 8 player support.
Thank you so much for your help.
Update: I've managed to add 8 player support to Gold Rush so no need to bother with that anymore.
- Attachments
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- 2v2 Gold Rush.xs
- (19.59 KiB) Downloaded 13 times
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- 2v2 Gold Rush.xml
- (471 Bytes) Downloaded 14 times
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- Jebel Musa.xs
- (32.54 KiB) Downloaded 12 times
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- Jebel Musa.xml
- (469 Bytes) Downloaded 29 times
Re: Map Questions
Code: Select all
for (i=1;<cNumberNonGaiaPlayers)
{
int waterFlag = rmCreateObjectDef("HC water flag "+i);
rmAddObjectDefItem(waterFlag, "HomeCityWaterSpawnFlag", 1, 0.0);
rmPlaceObjectDefAtLoc(waterFlag, i, Write_X_Coordinates_Here, Write_Z_Coordinates_Here, 1);
}
Re: Map Questions
Hm, yeah but with just those codes now all flags spawn in the same place, ally and enemy flags. And they do not match the area of the map where the players spawned, because their spawn position is fixed.
This is proving to be really difficult.
But your codes might help me accomplish a different idea. Thanks.
This is proving to be really difficult.
But your codes might help me accomplish a different idea. Thanks.
Re: Map Questions
Oops yeah need to write this code 2 times : one time for players in team 1 and one time for players in team 2
Re: Map Questions
How do you chose for what team the flags spawn for?
Update: Ooook, so I finally got it working. All flags didn't spawn because "rmSetObjectDefMaxDistance" was set too low.
Update: Ooook, so I finally got it working. All flags didn't spawn because "rmSetObjectDefMaxDistance" was set too low.
Re: Map Questions
How does one make the "rmSetBaseTerrainMix" code work on any custom map?
Most custom maps use the same texture(s) over the entire map and the result is a rather ugly repetitive pattern. Making them use a randomized terrain like the original maps would be... so amazing!
So far I've noticed 3 ways to apply ground textures, the repetitive texture one (yes, I know you can add different random textures to appear just like you add grass for example, but it still look ugly compared to the original maps), the one using the "rmSetBaseTerrainMix" and another one I cannot figure out also used by some of the original maps.
So how do you make "rmSetBaseTerrainMix" work? Simply adding the code to a map does nothing.
Please help!
Most custom maps use the same texture(s) over the entire map and the result is a rather ugly repetitive pattern. Making them use a randomized terrain like the original maps would be... so amazing!
So far I've noticed 3 ways to apply ground textures, the repetitive texture one (yes, I know you can add different random textures to appear just like you add grass for example, but it still look ugly compared to the original maps), the one using the "rmSetBaseTerrainMix" and another one I cannot figure out also used by some of the original maps.
So how do you make "rmSetBaseTerrainMix" work? Simply adding the code to a map does nothing.
Please help!
- musketeer925
- Retired Contributor
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Re: Map Questions
There's an XML file that defines various terrain mixes that rmSetBaseTerrainMix can select from.
Re: Map Questions
Yes there is. But simply adding "rmSetBaseTerrainMix" to a map that didn't have it before doesn't make it work. So how do you make it work?
Re: Map Questions
mandosrex wrote:Yes there is. But simply adding "rmSetBaseTerrainMix" to a map that didn't have it before doesn't make it work. So how do you make it work?
try looking at a map that does have them. garja uses them
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- Gichtenlord
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Re: Map Questions
mandosrex wrote:Yes there is. But simply adding "rmSetBaseTerrainMix" to a map that didn't have it before doesn't make it work. So how do you make it work?
Dont be scared to study Re maps. They might be bad in terms of balance, but the coding is decent and documentated. You can learn a lot from it!
r]
- Imperial Noob
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Re: Grassy areas not everywhere
mandosrex wrote:Durokan, I have to ask something.
For your Savannah map, you made a little island in the middle which holds a Jesuit camp, which is awesome, religious groups would often make settlements on islands, but I wonder if you could add something. Could you add like a shallow for units to be able to walk to the island, because no one is going to build a dock and a ship to go to that island only for the Jesuits, and so a shallow would be perfect!
(if a shallow is not possible then even a dry ground bridge could work, anything for easier access)
The map was originally a scenario, because I'm so noob, that I didn't know about RMS and send it to Durokan as such. It did contain whole lot of grass, to the point where we even had a discussion about eons of loading time.
The Jesuit island was meant to contain gold mines and to be located in the middle of the lake, for which the players would eventually fight, because of the sheer number of natural resources in the area. Besides, one could even use the island to save the settlers on the shores from enemy raids.
The map spawns random lions... in the scenario, there were also hostile natives, renegades, easter egg Pride Rock and so on around the map...
I appreciate the zebras....can't wait to see more of it.
As a side problem, I've never managed to launch a successful match with players on it... so I hope you will succeed
Re: Map Questions
Durokan wrote:try looking at a map that does have them. garja uses them
I am looking at maps that have it but I don't understand how it works, that's why I'm asking here...
It's just there and it works. And if I just add it to another map it doesn't work.
Gichtenlord wrote:Dont be scared to study Re maps. They might be bad in terms of balance, but the coding is decent and documentated. You can learn a lot from it!
What are "Re" maps?
- Gichtenlord
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Re: Map Questions
Maps from the original game. If I remember correctly, ceylon is using a baseterrainmix. Just look it up!
r]
Re: Map Questions
I can't... make it work. Dudes, come on, help a brother out.
For example I tried adding "rmSetBaseTerrainMix" to this Nile map I use and it simply doesn't work, the map crashes.
I added the following codes to Nile:
...just like Ceylon has them and nothing, just crashes.
Why does it not work?
For example I tried adding "rmSetBaseTerrainMix" to this Nile map I use and it simply doesn't work, the map crashes.
I added the following codes to Nile:
Code: Select all
string baseMix = "ceylon_grass_a";
string paintMix = "ceylon_sand_a";
rmSetBaseTerrainMix(baseMix);
rmTerrainInitialize(baseTerrain);
...just like Ceylon has them and nothing, just crashes.
Why does it not work?
- Attachments
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- Nile River.xml
- (408 Bytes) Downloaded 23 times
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- Nile River.xs
- (17.98 KiB) Downloaded 14 times
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