Freedom Reborn

Freedom Force Forums => Mods => Topic started by: Torch on March 15, 2009, 02:50:06 PM

Title: Easiest Way to Custom Fit Existing Maps for Mods
Post by: Torch on March 15, 2009, 02:50:06 PM
I am currently building mini-mods, working my way up to campaigns.  I have the 'talking heads' thing down (using the character portrait as opposed to an actual animated head), and the progressing from one task to another.  I can also get maps to work by making sure 'skirmishspawn' and 'encounter1' etc. show up on the desired map.  I have gone through different mission files from  :ffvstr: and altered the maps to get them to work with my test mod.

Question:  Are there 'Blank Template' maps included with  :ffvstr: like they were with  :ff:?  If so, are they zipped up in a dat file?  I could take an existing map that looks right for my mod and delete a ton of the unnecessary items from it, or start with a template and add to it.  Sometimes the former will be better, and sometimes the latter.  I'd just like to have access to both.

I am not a skinner, and I have the potential to be a mesher except I don't have the time or software to really apply myself.  Therefore I am resigning myself to a pure modder.  I will create mods focusing on the story, battles, and map layout, but I am not interested in creating items from scratch.

I know we have amazing skinners, meshers, and map creators on this site (yeah us!  :thumbup:) and any guidance you can give me would be greatly appreciated.  Especially as it pertains to finding and setting up maps that work well with my story.

P.S.  I've downloaded a ton of Tommyboy and CmdrKoenig work.  Top notch stuff!
Title: Re: Easiest Way to Custom Fit Existing Maps for Mods
Post by: Previsionary on March 15, 2009, 07:26:53 PM
No, FFVTTR doesn't have any "blank" maps by default. IG never gave us that treat this time around.
Title: Re: Easiest Way to Custom Fit Existing Maps for Mods
Post by: cmdrkoenig67 on March 16, 2009, 06:03:35 AM
Yeah...No blanks this time, unfortunately...One must delete a lot sometimes to get the map you desire.

Thanks for the compliment too.

Dana
Title: Re: Easiest Way to Custom Fit Existing Maps for Mods
Post by: tommyboy on March 16, 2009, 10:37:39 AM
If a map is populated via level.txt, you could delete all the entries but the terrain nif, re-import the layout file in the Editor, and you would have a blank level, I think....
If everything has been added via the Editor I dont think this method would work, but it does have the advantage that it wouldn't take long to try...
Title: Re: Easiest Way to Custom Fit Existing Maps for Mods
Post by: tommyboy on March 16, 2009, 10:48:08 AM
Yes, I just went and checked, deleted everything but the terrain from mp_city's level.txt, loaded the mission in the editor, imported the new level.txt and loaded it the map editor and its just a blank terrain.
So we do have blanks, it just takes all of 1 minute to make em.
And there are level.txts for all the ffv3r maps in "Data\art\level layout\"

You could also do selective deletion via this method. It's much quicker than manually deleting stuff in the map editor..
Title: Re: Easiest Way to Custom Fit Existing Maps for Mods
Post by: cmdrkoenig67 on March 16, 2009, 03:56:45 PM
 :oops:  Heh-heh...Soooo...I've been deleting stuff from maps the hard way, huh?  I've always claimed to be a tech-tard and it's nice to see it's still true.

Dana  :lol: :lol: :lol:
Title: Re: Easiest Way to Custom Fit Existing Maps for Mods
Post by: JKCarrier on March 16, 2009, 05:31:08 PM
Quote from: tommyboy on March 16, 2009, 10:48:08 AM
Yes, I just went and checked, deleted everything but the terrain from mp_city's level.txt, loaded the mission in the editor, imported the new level.txt and loaded it the map editor and its just a blank terrain.

It's that simple? Fantastic! Tommy strikes again!  :thumbup:
Title: Re: Easiest Way to Custom Fit Existing Maps for Mods
Post by: Torch on March 16, 2009, 10:20:38 PM
*slams a thunderous high5 with tommyboy*

Right on!   :lol::thumbup: :thumbup: :thumbup: :lol: