Stridor's Map Making Tutorial Part #1
Posted: Sat Apr 26, 2008 11:11 pm
EDIT: THE WHOLE MAP MAKING PROCESS HAS BEEN REVAMPED BY THE NEW MAP MAKER TOOL WHICH IS CURRENTLY IN OPEN BETA!
THIS THREAD NO LONGER APPLIES
Hello,
Basic concepts first
Maps in (at least this version of PC) are 1000m x 1000m. At least the "play area" is. You can make and render bigger maps but not be able to give orders to move your guys to these off play area, areas! So it is best to keep things at 1000m x 1000m for the time being.
Maps are nothing more than textures meshes which the engine displays. There are the placeable objects like houses and trees which can be manipulated with the scenedit program provided (and documented elsewhere) and then there is the underlying ground mesh upon which everything else is placed. This mesh needs to be edited in a 3D program of your choice and then exported into directX format which is what the game engine uses to display 3D objects. In this tutorial we will use a number of tools to achieve this.
As all maps will start conceptually with the underlying ground geometry let's start there.
To begin you will need to have some idea about what sort of map you want to make. Inspiration can come from many places (photos/maps/google earth/etc). I was going to try and model something on the eastern front to begin with, then I released it didn't really matter what I did, so long as I go through the whole process, anyone else should be able to replicate it with their own specifics.
So, I grew up on a farm in country NSW on the Colo River. Below is a GE SS. Unfortunately GE is not very accurate but I hope this will show you the rough idea that I want to achieve.

THIS THREAD NO LONGER APPLIES
Hello,
Basic concepts first
Maps in (at least this version of PC) are 1000m x 1000m. At least the "play area" is. You can make and render bigger maps but not be able to give orders to move your guys to these off play area, areas! So it is best to keep things at 1000m x 1000m for the time being.
Maps are nothing more than textures meshes which the engine displays. There are the placeable objects like houses and trees which can be manipulated with the scenedit program provided (and documented elsewhere) and then there is the underlying ground mesh upon which everything else is placed. This mesh needs to be edited in a 3D program of your choice and then exported into directX format which is what the game engine uses to display 3D objects. In this tutorial we will use a number of tools to achieve this.
As all maps will start conceptually with the underlying ground geometry let's start there.
To begin you will need to have some idea about what sort of map you want to make. Inspiration can come from many places (photos/maps/google earth/etc). I was going to try and model something on the eastern front to begin with, then I released it didn't really matter what I did, so long as I go through the whole process, anyone else should be able to replicate it with their own specifics.
So, I grew up on a farm in country NSW on the Colo River. Below is a GE SS. Unfortunately GE is not very accurate but I hope this will show you the rough idea that I want to achieve.







