The New Map Making Tutorial
Posted: Tue Aug 19, 2008 3:38 am
NB: This tutorial supersedes all prior map making tutorials which should probably now by unstickyed and deleted.
I want this thread to serve as a kind of "first pass" documentation for the operation of the new map maker program which is in open beta at the moment. Hopefully this will answer any technical questions you may have, as well as illuminating those who already use the map maker on any hidden secrets [;)]
Please don't post in this thread, any comments can be made in the map maker beta thread.
Before I continue I wanted to first explain some of the basics about maps for PCK.
Unlike CMx1 (? CMx2) maps in PCK are mesh/texture based, not tile based. This has pros and cons. A Mesh/Texture based system can have virtually infinite ground resolution precision in each axis. There are no graphical tile seams, objects can be individually placed to sub millimetre accuracy. LOS systems are usually ray casted so can be far more realistic than tile area based LOS systems. No more 45 degree road/river bends!
So far so good, but what about the downside. More complexity, more computations (faster hardware needed), and finally more difficult to make maps for (both designed and random).
This is why a map maker for PC has been a long time coming.
I think on balance it was a wise move to go with such a system (c/w tile based) at this stage, given that even modest computing hardware of today can render such systems at good speeds.
Ok enough of the tardy excuses, so how do you make maps in PCK with the new map maker?
First there are two things you will need.
1. Is the Map Maker program (which some of you will have)
2. A simple paint editor to "draw" your map (MS Paint will do).
Now whilst MS Paint will do, a better editor will help immensely. You can use whatever you are comfortable with. If you don't want to spend any money and want to get a well regarded useful extension to MS Paint, consider paint.NET http://www.getpaint.net/ which is what I will be using for this tutorial.
In overview here is how you make a map in PCK with these tools.
Step:
1. Draw your map in paint.NET
2. Import your drawn map into the map maker (MM)
3. Use MM to: adjust elevations, create water-ways, place fixed objects, autogenerate variable objects, adjust the look and lighting of the map, place labels and grids.
4. Build your map in MM
5. View your map in the Scenedit program (and make any final adjustments)
You map is now ready to be used in game scenarios. In reality you will probably repeat stages 3-5 several times as you incrementally improve your map.
How long does it take to make a map?
A really quick and dirty, basic job in about 20-30 minutes. Approximately a couple of hours for a good map. Of course you can obsess about the smallest detail and you can spend literally days making something really special if you want [:D]
On to Step 1
EDIT: I will be using MM build 0.9b which is a slightly more advanced version that the one you probably have right now. The new version will be out shortly. Many of these lessons will still be relevant. If something doesn't work with your version as I have described it here, it probably means it is not in your version.
I want this thread to serve as a kind of "first pass" documentation for the operation of the new map maker program which is in open beta at the moment. Hopefully this will answer any technical questions you may have, as well as illuminating those who already use the map maker on any hidden secrets [;)]
Please don't post in this thread, any comments can be made in the map maker beta thread.
Before I continue I wanted to first explain some of the basics about maps for PCK.
Unlike CMx1 (? CMx2) maps in PCK are mesh/texture based, not tile based. This has pros and cons. A Mesh/Texture based system can have virtually infinite ground resolution precision in each axis. There are no graphical tile seams, objects can be individually placed to sub millimetre accuracy. LOS systems are usually ray casted so can be far more realistic than tile area based LOS systems. No more 45 degree road/river bends!
So far so good, but what about the downside. More complexity, more computations (faster hardware needed), and finally more difficult to make maps for (both designed and random).
This is why a map maker for PC has been a long time coming.
I think on balance it was a wise move to go with such a system (c/w tile based) at this stage, given that even modest computing hardware of today can render such systems at good speeds.
Ok enough of the tardy excuses, so how do you make maps in PCK with the new map maker?
First there are two things you will need.
1. Is the Map Maker program (which some of you will have)
2. A simple paint editor to "draw" your map (MS Paint will do).
Now whilst MS Paint will do, a better editor will help immensely. You can use whatever you are comfortable with. If you don't want to spend any money and want to get a well regarded useful extension to MS Paint, consider paint.NET http://www.getpaint.net/ which is what I will be using for this tutorial.
In overview here is how you make a map in PCK with these tools.
Step:
1. Draw your map in paint.NET
2. Import your drawn map into the map maker (MM)
3. Use MM to: adjust elevations, create water-ways, place fixed objects, autogenerate variable objects, adjust the look and lighting of the map, place labels and grids.
4. Build your map in MM
5. View your map in the Scenedit program (and make any final adjustments)
You map is now ready to be used in game scenarios. In reality you will probably repeat stages 3-5 several times as you incrementally improve your map.
How long does it take to make a map?
A really quick and dirty, basic job in about 20-30 minutes. Approximately a couple of hours for a good map. Of course you can obsess about the smallest detail and you can spend literally days making something really special if you want [:D]
On to Step 1
EDIT: I will be using MM build 0.9b which is a slightly more advanced version that the one you probably have right now. The new version will be out shortly. Many of these lessons will still be relevant. If something doesn't work with your version as I have described it here, it probably means it is not in your version.


















