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cw4:custom_maps [2021/08/27 16:55] Mysterymastercw4:custom_maps [2023/11/10 09:43] (current) – old revision restored (2023/08/10 10:22) Karsten75
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-= Un 
- 
 {{page>cw4:header&nofooter}} {{page>cw4:header&nofooter}}
 +
  
 ====== Custom maps ====== ====== Custom maps ======
  
 +===== Guidelines for Submitting Maps =====
 +
 +  * Make a fun map that **you** enjoy playing, then share it with the community. 
 +  * No explicit images or concepts. Violating this rule will result in a ban on future map uploads. 
 +  * No content that is offensive, contains offensive symbolism((historically charged symbols, often associated with divisive ideologies; contentious periods; or drug use references)), or excessive use of strong or foul language ((Typically, this means do not use words that wouldn't be allowed on US broadcast television)). This rule is not debatable and is interpreted by the admins and moderators. 
 +  * No maps that are intended purely for obtaining an achievement, no do-nothing maps, instant-win maps or maps that complete without player input.
 +
 +===== Getting Started =====
 Custom maps can range from simple to very complex. The map maker can change or create the terrain, Choose specific map textures, overlay terrain with images and more. Additionally, there can be custom units on the map, both as enemy units and as player units. Player units can further be either pre-built or can be assigned to a build slot so the player decide when, where and if they get used in completing the mission. Custom maps can range from simple to very complex. The map maker can change or create the terrain, Choose specific map textures, overlay terrain with images and more. Additionally, there can be custom units on the map, both as enemy units and as player units. Player units can further be either pre-built or can be assigned to a build slot so the player decide when, where and if they get used in completing the mission.
  
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 <tabbox Terrain> <tabbox Terrain>
 +
 +Specifies features of the terrain, including height, appearance, (Anti-)Creeper deposits, Special terrain types and Eco (ecology) settings.
  
 {{youtube>-yD_cRRCBnI}} {{youtube>-yD_cRRCBnI}}
  
 <tabbox Units> <tabbox Units>
 +
 +Built-in units can be placed on the map from here.
  
 {{mission_editor_units.png}} {{mission_editor_units.png}}
  
 <tabbox Game> <tabbox Game>
 +
 +Defines Mission objectives, sets global game properties, etc.
  
 {{mission_editor_game.png}} {{mission_editor_game.png}}
  
 <tabbox Theme> <tabbox Theme>
 +
 +Specifies the [[Map Background|map background]]. Through the use of the [[Theme Editor]] also allows for editing terrain textures, normals, cliff textures, setting an image to overlay all of the map's terrain, or setting custom terrain textures.
  
 {{mission_editor_theme.png}} {{mission_editor_theme.png}}
  
 <tabbox Text> <tabbox Text>
 +
 +Sets a map title, a brief description that will display when the map is viewed in the game and use the [[a.d.a syntax syntax guide|A.D.A. Message editor]].
  
 {{mission_editor_text.png}} {{mission_editor_text.png}}
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 <tabbox Mods> <tabbox Mods>
  
-See [[cw4:Units|Unit Editor]] or [[4RPL:Start|Scripting]] for an in-depth treatment of Custom units and Scripting.+Custom units and scripts are done from here. Learn the basics in the [[scripting | Scripting and Making Custom Maps]] 
 + 
 +See [[cw4:Units|Unit Editor]] and [[4RPL:Start|Scripting Documentation]] for an in-depth treatment of Custom units and Scripting.
  
 </tabbox> </tabbox>
- 
-For more information, click on any of the above tabs. 
- 
- 
-  * 
- 
- Terrain -  specifies features of the terrain, including height, appearance, (Anti-)Creeper deposits, Special terrain types and Eco (ecology) settings. 
- 
- 
-  * 
- 
- Units - built-in units can be placed on the map from here. 
- 
- 
-  * 
- 
- Theme - Specifies [[map background]], default or imported themes and edits themes in the 
- 
-[[Theme Editor]] 
- 
-. 
- 
- 
-  * 
- 
- Game - defines Mission objectives, sets global game values, etc. 
- 
- 
-  * 
- 
- Text - sets a map title, a brief description that will display when the map is viewed in the game and use the 
- 
-[[a.d.a syntax syntax guide|A.D.A. Message editor]] 
- 
-. 
- 
- 
-  * 
- 
- Mods - custom units and scripts are done from here. Detailed treatment in 
- 
-[[scripting| Scripting and Making Custom Maps]] 
- 
-. 
  
 ==== Editor keys ==== ==== Editor keys ====
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 ===== Image guidelines ===== ===== Image guidelines =====
 +
 +<WRAP round warning>
 +Note that importing or using images, 3D models, or decals may involve entities that are large in size.  Most maps come in around 1MB in size with some larger maps reaching up to 4-5MB. Maps exceeding 10MB in size cannot be uploaded to the Knuckle Cracker website. 
 +</WRAP>
  
 All decisions regarding maps, images and associated content is solely the decision of Knuckle Cracker LLC.  No decision creates a precedent for subsequent decisions and any decision is made based on circumstances at the time such a decision is made. All decisions regarding maps, images and associated content is solely the decision of Knuckle Cracker LLC.  No decision creates a precedent for subsequent decisions and any decision is made based on circumstances at the time such a decision is made.
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 Giuseppe Portelli wrote a series of articles about coordinate systems comparison between Autodesk 3ds Max, Unity 3D and Unreal Engine. If you are familiar with any of those other systems, then this may be the comparison you need. Giuseppe Portelli wrote a series of articles about coordinate systems comparison between Autodesk 3ds Max, Unity 3D and Unreal Engine. If you are familiar with any of those other systems, then this may be the comparison you need.
  
- +  * [[http://www.aclockworkberry.com/uv-coordinate-systems-3ds-max-unity-unreal-engine/ UV Coordinate Systems in 3ds Max, Unity, Unreal Engine]] 
-  * +  * [[http://www.aclockworkberry.com/world-coordinate-systems-in-3ds-max-unity-and-unreal-engine/| World Coordinate Systems in 3ds Max, Unity and Unreal Engine  ]] 
- +  * [[http://www.aclockworkberry.com/basis-orientations-in-3ds-max-unity-3d-and-unreal-engine/| Basis Orientations in 3ds Max, Unity 3D and Unreal Engine ]] 
-[[http://www.aclockworkberry.com/uv-coordinate-systems-3ds-max-unity-unreal-engine/ UV Coordinate Systems in 3ds Max, Unity, Unreal Engine]] +  * [[http://www.aclockworkberry.com/scales-in-3ds-max-unity-3d-and-unreal-engine/| Scales in 3ds Max, Unity 3D and Unreal Engine ]]
- +
- +
-  * +
- +
-[[http://www.aclockworkberry.com/world-coordinate-systems-in-3ds-max-unity-and-unreal-engine/| World Coordinate Systems in 3ds Max, Unity and Unreal Engine  ]] +
- +
- +
-  * +
- +
-[[http://www.aclockworkberry.com/basis-orientations-in-3ds-max-unity-3d-and-unreal-engine/| Basis Orientations in 3ds Max, Unity 3D and Unreal Engine ]] +
- +
- +
-  * +
- +
-[[http://www.aclockworkberry.com/scales-in-3ds-max-unity-3d-and-unreal-engine/| Scales in 3ds Max, Unity 3D and Unreal Engine ]]+
  
 ===== Movement and Rotation ===== ===== Movement and Rotation =====
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 Local coordinates are relative to a different (parental) unit and is used to integrate unit movement. Using the airplane example again, should the body of the plane move, the rotational component for the propeller should be in local coordinates so that it tracks and is always relative to the direction the body of the airplane points in . Local coordinates are relative to a different (parental) unit and is used to integrate unit movement. Using the airplane example again, should the body of the plane move, the rotational component for the propeller should be in local coordinates so that it tracks and is always relative to the direction the body of the airplane points in .
  
 +====== See also ====== 
 +  * [[Map Background|Map Background (Planet Theme)]] 
 +  * [[Theme Editor]] 
 +  * [[a.d.a syntax syntax guide|A.D.A. Message editor]] 
 +  * [[scripting| Scripting and Making Custom Maps]] 
 +  * [[cw4:Units|Unit Editor]] 
 +  * [[4RPL:Start|Scripting Documentation]]
cw4/custom_maps.1630097739.txt.gz · Last modified: 2021/08/27 16:55 by Mysterymaster