Map Maker Improvements (#757)
* Updating Changes * Giving an Example of initial_stuff * Unification * Improving English * Better English Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> * Adding Pistol example for initia_stuff Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> * Update * Update gui.lua * Update gui.lua * Update README.md * Better English Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> * Optional Data * Each Word Matters * Update gui.lua * Update gui.lua * Map.mts instead of only .mts * www.humus.name suggestion for skybox images Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> * Update README.md * "choose" instead of "chooze" Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> * small sentence * Adding missing word "is" * "the" instead of "The" Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> * removing useless sentences Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com>
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@ -35,9 +35,9 @@ There are multiple ways do this, this is the simplest in most cases.
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### 4. Place barriers
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### 4. Place barriers
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* Set the middle barrier direction. The barrier is a plane defined by a co-ordinate = 0.
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* The barrier is a plane defined by co-ordinate (=0).
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If the barrier is X=0, then it will placed with every node of the barrier having X=0.
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* If you choose `X=0` the barrier will be placed having the X co-ordinate as 0. But from a few months, the `X=0` co-ordinate creates bugs and errors. It's better if you choose `Z=0` for creating your map.
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If the barrier is Z=0, then it will placed with every node of the barrier having Z=0.
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* If you choose `Z=0` The barrier will be placed having the Z co-ordinate as 0.
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* Click "place barrier". Note that this command does not have an undo.
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* Click "place barrier". Note that this command does not have an undo.
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* After placing barriers you should place 2 flags where you want bases to be. You get flags in `/gui` --> `Giveme flags`
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* After placing barriers you should place 2 flags where you want bases to be. You get flags in `/gui` --> `Giveme flags`
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@ -48,7 +48,7 @@ There are multiple ways do this, this is the simplest in most cases.
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### 6. Export
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### 6. Export
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* Click export, and wait until completion.
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* Click export, and wait until completion.
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* Copy the resultant folder from `worlddir/schems/` into `ctf_map/ctf_map_core/maps/`.
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* Copy the resultant folder from `worlddir/schems/` into `games/capturetheflag/mods/ctf/ctf_map/ctf_map_core/maps/`.
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* Profit!
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* Profit!
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@ -56,7 +56,7 @@ There are multiple ways do this, this is the simplest in most cases.
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### Map meta
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### Map meta
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Each map's metadata is stored in an accompanying .conf file containing the following data:
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Each map's metadata is stored in an accompanying `map.conf` file containing the following data:
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* `name`: Name of map.
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* `name`: Name of map.
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* `author`: Author of the map.
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* `author`: Author of the map.
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@ -73,7 +73,6 @@ zone `i`, relative to the center of the schem.
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* `license`: Name of the license of the map.
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* `license`: Name of the license of the map.
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* `other`: [Optional] Misc. information about the map. This is displayed in the maps catalog.
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* `other`: [Optional] Misc. information about the map. This is displayed in the maps catalog.
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* `base_node`: [Optional] Technical name of node to be used for the team base.
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* `base_node`: [Optional] Technical name of node to be used for the team base.
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* `schematic`: Name of the map's schematic.
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* `initial_stuff`: [Optional] Comma-separated list of itemstacks to be given to the player
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* `initial_stuff`: [Optional] Comma-separated list of itemstacks to be given to the player
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on join and on respawn.
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on join and on respawn.
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* `treasures`: [Optional] List of treasures to be registered for the map, in a serialized
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* `treasures`: [Optional] List of treasures to be registered for the map, in a serialized
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@ -86,16 +85,16 @@ format. Refer to the `treasures` sub-section for more details.
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#### `license`
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#### `license`
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* Every map must have its own license. Once you've chosen your license, simply add the following line to the map's `.conf` file:
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* Every map must have its own license. Once you've chosen your license, simply add the following line to the `map.conf` file:
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```lua
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```properties
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license = <name>
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license = <name>
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```
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```
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* If attribution is required (for example if you modify other's map and you have to tell who is author of the original map), that has to be appended to the `license` field.
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* If attribution is required (for example if you modify other's map and you have to tell who is author of the original map), that has to be appended to the `license` field.
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If you want to tell more infomation, you can use:
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If you want to tell more infomation, you can use:
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```lua
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```properties
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others = <description>
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others = <description>
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```
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```
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@ -110,12 +109,21 @@ If you want to tell more infomation, you can use:
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An example `treasures` value that registers steel pick, shotgun, and grenade:
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An example `treasures` value that registers steel pick, shotgun, and grenade:
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```lua
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```properties
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treasures = default:pick_steel,0.5,5,1,10;shooter:shotgun,0.04,2,1;shooter:grenade,0.08,2,1
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treasures = default:pick_steel,0.5,5,1,10;shooter:shotgun,0.04,2,1;shooter:grenade,0.08,2,1
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```
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```
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(See [here](../../../other/treasurer/README.md) to understand the magic numbers)
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(See [here](../../../other/treasurer/README.md) to understand the magic numbers)
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#### `initial_stuff`
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`initial_stuff` are the items given to players at their (re)spawn. The `initial_stuff` field is located in the `map.conf` file. At least a pickaxe and some torches should be given in the map's `initial_stuff`.
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An example of `initial_stuff` value that registers a stone pickaxe, 30 cobblestones, 5 torches and a pistol is given below.
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```properties
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initial_stuff = default:pick_stone,default:cobble 30,default:torch 5,shooter:pistol
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```
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### `screenshot`
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### `screenshot`
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Every map must have its own screenshot in map's folder. It should have an aspect ratio of 3:2 (screenshot 600x400px is suggested).
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Every map must have its own screenshot in map's folder. It should have an aspect ratio of 3:2 (screenshot 600x400px is suggested).
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@ -133,18 +141,18 @@ Six images which should be in map's folder.
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* `skybox_5.png` - south
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* `skybox_5.png` - south
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* `skybox_6.png` - north
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* `skybox_6.png` - north
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You have to include skybox license in `license` in `.conf` file. We can only accept Free Software licenses, e.g. `CC0`, `CC BY 3.0`, `CC BY 4.0`, `CC BY-SA 3.0`, `CC BY-SA 4.0`.
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You have to include skybox license in `license` in `map.conf` file. We can only accept Free Software licenses, e.g. `CC0`, `CC BY 3.0`, `CC BY 4.0`, `CC BY-SA 3.0`, `CC BY-SA 4.0`.
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Before you test your skybox images in local CTF game, run the `update.sh` file in the `games/capturetheflag/` folder.
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You can find some good skyboxes with suitable licenses at [https://opengameart.org](https://opengameart.org/art-search-advanced?field_art_tags_tid=skybox).
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You can find some good skyboxes with suitable licenses at [opengameart.org](https://opengameart.org/art-search-advanced?field_art_tags_tid=skybox) or [www.humus.name](https://www.humus.name/index.php?page=Textures).
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## Editing exported map
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## Editing exported map
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The easiest way to edit exported maps is the following:
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The easiest way to edit exported maps is the following:
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* Create a world using `singlenode` mapgen. Enable `WorldEdit` and `ctf_map` mod,
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* Create a world using `singlenode` mapgen. Enable `WorldEdit` and `ctf_map` mod,
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* Go in the world's folder, create a folder named `schems`, and place the `.mts` file inside,
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* Go in the world's folder, create a folder named `schems`, and place the `map.mts` file inside,
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* Start the game, `/grantme all` and enable `fly` (there is no ground in singlenode mapgen),
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* Start the game, `/grantme all` and enable `fly` (there is no ground in singlenode mapgen),
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* Do `//1` to set the position where you will generate the map,
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* Do `//1` to set the position where you will generate the map,
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* Do `//mtschemplace yourschematic` (where `yourschematic` is the name of the mts file without `.mts`).
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* Do `//mtschemplace map` (where `map` is the name of the mts file without `.mts`).
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When you finish:
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When you finish:
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@ -5,6 +5,8 @@ function map_maker.show_gui(name)
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local formspec = {
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local formspec = {
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"size[9,9.5]",
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"size[9,9.5]",
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"bgcolor[#080808BB;true]",
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"bgcolor[#080808BB;true]",
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default.gui_bg,
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default.gui_bg_img,
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"label[0,0;1. Select Area]",
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"label[0,0;1. Select Area]",
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"field[0.4,1;1,1;posx;X;", context.center.x, "]",
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"field[0.4,1;1,1;posx;X;", context.center.x, "]",
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function map_maker.show_progress_formspec(name, text)
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function map_maker.show_progress_formspec(name, text)
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minetest.show_formspec(name, "ctf_map:progress",
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minetest.show_formspec(name, "ctf_map:progress",
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"size[6,1]bgcolor[#080808BB;true]" ..
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"size[6,1]bgcolor[#080808BB;true]" ..
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"label[0,0;" ..
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default.gui_bg ..
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default.gui_bg_img .. "label[0,0;" ..
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minetest.formspec_escape(text) .. "]")
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minetest.formspec_escape(text) .. "]")
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end
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end
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