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[Ayuda] Tutorial para crear mi propio mapa de PW

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Pepino
Lauti
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¿Que tipo de mapa prefieres?

[Ayuda] Tutorial para crear mi propio mapa de PW Vote_lcap11%[Ayuda] Tutorial para crear mi propio mapa de PW Vote_rcap 11% 
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[Ayuda] Tutorial para crear mi propio mapa de PW Vote_lcap33%[Ayuda] Tutorial para crear mi propio mapa de PW Vote_rcap 33% 
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[Ayuda] Tutorial para crear mi propio mapa de PW Vote_lcap11%[Ayuda] Tutorial para crear mi propio mapa de PW Vote_rcap 11% 
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[Ayuda] Tutorial para crear mi propio mapa de PW Empty [Ayuda] Tutorial para crear mi propio mapa de PW

Mensaje por Lauti Sáb Mar 24, 2012 8:32 pm

Bueno, el tema es que aprendí a hacer mapas multijugador en el native para un server. Y el otro día me cope jugando PW y se me vino a la cabeza la idea de hacer un mapa para PW pero no se como hacer para configurarlo y todo, con las puertas, las minas, los arboles, las armas, los spots para unirte a una facción, etc. Si alguien me enseña o me pasa un tutorial (se ingles, pero preferiblemente en español) se lo agradecería mucho. Bueno, desde ya gracias

Lauti

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Mensaje por Pepino Sáb Mar 24, 2012 8:35 pm

Mapas pequeños con rios y pocas facciones

onda 2/3 castillos de facciones, bandidos (en un campamento), mercenarios y una ciudad neutral (la de los mercenarios seria)
Pepino
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Mensaje por Unnamed Sáb Mar 24, 2012 8:38 pm

1 sola ciudad, en época de golpes (?
Unnamed
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http://Hurr-durr.com

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Mensaje por Nacho Sáb Mar 24, 2012 9:29 pm

normalmente esas cosas se hacen con los entry points

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Mensaje por Lauti Sáb Mar 24, 2012 9:38 pm

Osea, la poll es solo para saber, como un extra, la duda es como se crea, igual tendre en cuenta sus comentarios para crear mi propio mapa

Nacho, si sabes algun tuto sobre los entry pints y eso

(La poll esta empatada entre tres opciones :S)


Evita el triple post please


Mazurus

Lauti

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Mensaje por Nacho Sáb Mar 24, 2012 9:50 pm

hiciste triple post, pasate por las reglas...
nunca hice un mapa de pw, ya que el mod no me gusta...
pero lo basico es que si queres que una puerta se abra, apunta un entry point hacia la misma y numeralo como "101" o "102" y asi sucesivamente hasta 109, con las escaleras igual...
para las demas cosas del pw necesitas manejar scrips, preguntale a crom

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Mensaje por Geox Dom Mar 25, 2012 2:57 pm

a mi me gusta armar batallas navales, y prefiero 2 facciones , con eso estoy contento Razz

si no, facciones en numero par


Última edición por Geox el Dom Mar 25, 2012 7:45 pm, editado 1 vez
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Mensaje por FaloAureo Dom Mar 25, 2012 7:34 pm

Ahí debería estar toda la data necesaria, sabés inglés?

Basic scene creation guide

Setting up the terrain code should only be done before starting work on the scene; if you change it for a scene that already has terrain modifications, things might look messed up.
Start native single player with edit mode enabled, load a game to the world map, and then click the terrain button in the bottom left of the screen.
Leave the four buttons at the top all disabled: Place river, Deep water, Shade occlude (don't know what this does), and Disable grass (you can remove grass by texture painting).
Set polygon size to 5 meters unless you are making a very small (for PW) scene.
Choose the terrain type from the list.
Set the vegetation slider to 0 (far left) since the auto generated trees and rocks can have collision problems, can't be removed when you want to place a castle somewhere, can cause plants you place to randomly disappear when loading the scene, and they won't work with the cutting down for resources system in PW.
Set size x and size y as big as you want: most PW scenes are near the maximum size.
Click Generate Terrain to see what the current values look like; left click and drag on the preview to zoom, right click and drag to pan.
Adjust ruggedness, valley, and hill height to your liking, and regenerate the scene; this will only modify the same basic shape unless you randomize the terrain seed.
Once the terrain looks close to what you want for your scene, click copy, press alt-tab to switch out of warband, open scenes.txt, and paste it into the terrain code part of the scene you want to edit, for example, the red part is the terrain code:
scenes.txt:
The green part in scenes.txt is the outer terrain mesh; you can choose from this list (they can be previewed with OpenBrf):
Outer terrain meshes:

With "X" representing the scene number you changed: delete or move away any existing SceneObj/scn_scene_X.sco file from your PW module directory. You can back up your scenes after saving in edit mode by copying this file to another location; if you mess things up, copy the backup back.
Start PW 4 with edit mode enabled, choose "Edit a scene" in the multiplayer menu, and start editing; read the information by pressing F1 or F2 while in walk around mode.
Use the dedicated server package to test your scene, since active scene props (starting with pw_) don't work in edit scene mode. Make sure there are no linking errors in the server console; these are what the scene prop kind numbers mean (the numbers change almost every version):
Scene prop kind numbers for PW_4_beta2:
When you are finished and want to get your scene hosted on a public server: send the SceneObj/scn_scene_X.sco file with the terrain code and outer terrain mesh name to the server admin, and they can add the scene to whatever slot is available, renaming the .sco, changing the terrain code and mesh.
If your scene is completed and any bugs fixed well enough to be used on a populated server, you can request that your scene name, terrain code, and outer terrain mesh be added to the next official PW release, so all players see the name of your scene in the server list and so server hosters don't have to edit scenes.txt as above.
New castle names can also be requested for use in completed scenes, but try to limit the amount to about 5 per scene, since there are only 127 possible name identification numbers in total for all scenes made.


My personal scene making recommendations

Save very often by exiting edit mode and going back into it again, and periodically make backups of your scene file (PW_4_version/SceneObj/scn_scene_number.sco).
Design your scene and place the most important larger scene props in a rough layout first, then go back to each area later adding more things in order of importance; leave pure "eye candy" props to the last, dependant on the frame rate.
If you are making your own terrain shapes not based on the generator accessed from native single player mode, smooth sharp points and most sharp edges into curves (using a low weight), without making the hills too rounded and fake looking - the balance to achieve realistic looking terrain can be quite delicate.
When painting different textures in adjacent terrain triangles, ensure they blend correctly without leaving a sharp edge or transparent area - generally the rock textures need have something like earth or forest at the edges to smoothly blend into grass and certain other types. If you see transparent areas, set the texture to something like "earth" that works next to all other types, set the weight to something low like 0.20 and the radius to 3, then tap the mouse button at the corners of the triangle until the transparency disappears. Learn to use lower values for the weight slider when necessary to blend smoothly, for all types of painting - terrain shaping, texture, and color.
Don't paint turf for large grassy areas, but instead clear the texture painting using middle click so the game engine will automatically place grass meshes only visible from a limited range (after the scene is reloaded). Obviously, to clear the grass meshes just paint a texture there - this is sometimes necessary underneath props with flat areas just above ground, or if an interior mesh is close underneath with the inaccessible parts near the ceiling actually above ground. This way, the players who don't want grass can turn it off in the options, but players with good computers can see a better looking scene.
Color painting can be useful to blend the overall color of terrain areas with scene props placed next to them, or add extra shadows to areas supposed to be dark; middle click works to remove it, as with texture painting.
When placing invisible barriers, try to make sure there is some visible reason for the player's character to stop (like a steep cliff, rock, or sharp drop) rather than placing them arbitrarily on a slope, or worse, in a flat area. When placing them where they are accessible from both sides, be sure to place duplicate barriers with the red sides facing both ways, otherwise players might get trapped after passing though the green side - unless you want to make a "one way invisible shield" for a specific reason, but remember to have the red sides on the outside of the small enclosed area, so people get trapped out rather than in.
Try to design your scene so the edges are visually obvious in some way, and generally don't place castle walls right up against the edge, which breaks immersion and can make large amounts of scene props functionally useless.
When placing usable scene props (starting with "pw_") check that the collision mesh is not masked by another prop by attempting to select it in edit mode from the likely position of the using player: if it can't be selected players won't be able to use it, so move it outwards gradually until the collision mesh is in front. This is especially important to test with invisible teleport doors, as the interior meshes they are used with often have simplified collision meshes that don't follow the visible shape exactly.
Try to line up paired teleport doors to be aligned in opposite directions, so players using them will be facing away from the other door after using (character aim can't be controlled by the module system, as the player's client controls that directly to appear smooth, with periodic checks and updates by the "hard coded" part of the game engine).
Before using your scene on a public server, make sure to check that no scene prop linking errors are reported on the dedicated server console, otherwise some usable props like doors or bridges won't work properly.
Disconnected interior meshes used with teleport doors should ideally be placed inside the associated exterior mesh above ground, if possible to fit without poking through; or they can be placed below the terrain directly underneath if the building is on a hill, so the sounds from the area are played with the correct volume; but if you want players to be able to shoot ranged weapons inside your interior, you must place it above the terrain level - maybe in a far away area behind an inaccessible hill. Interiors can sometimes be placed outside the scene boundaries, but some areas will cause strange teleporting or disappearing problems - test to find out.
Up to ten light props can be used in a scene, so use them wisely in places where they will have the best effect - probably inside different interiors that are used often by many players, to make them look more dynamic.
When placing large scene props like walls, check from all angles to make sure there are no gaps revealing the missing back or underside faces of the mesh, which looks amateurish and can ruin immersion; it can be helpful to walk through areas controlling a character at ground level to spot this type of mistake.
When placing ships, check the hull mesh is actually immersed in the water to a realistic level - not all types look correct when placed at height 0.
It is probably best to make gold rare by only placing a few of that type of mine with low hit points far away from processing or exporting stations - across most of the scene with water, castles, or other obstacles in between; otherwise, other forms of earning money might be made relatively pointless, meaning that resources necessary for crafting might be hard to get.
When placing capture points for castles, there should probably be multiple different routes so that the castle isn't too easy to defend; though you could make it very hard or impossible to reach if capturing should happen rarely or not at all.
Castles should generally be the only places to get the best training and equipment, so new players can't simply burst in to the server and start disruptively killing lots of people, instead having to gain control or access of a castle first, probably with other players; and so castles are worthwhile to defend. I also think it is better to have different advantages for each castle on the scene, so players have reasons to fight over the ones they think are best, and to make the scene more interesting.
In the current version (PW_4_beta2) there is a bug that makes scene prop instance id 0 disappear after any player dies in the game mode; to work around this you should place a small sacrificial scene prop as the first one when starting a new scene (interior_window_cover somewhere under the terrain, for example), or if you have already made the scene and noticed which scene prop disappears, remove it and place the sacrificial prop immediately afterwards to use instance id 0, before replacing the original.
You can also start with an existing scene you made for native: just remember to use the same terrain code and outer terrain mesh in PW. Scenes made for another mod might partially load, but any added scene props that don't exist in native will either show up as a question mark named "invalid_object", or maybe another scene prop, so they might need a lot of cleaning up.
http://forums.taleworlds.com/index.php/topic,167060.0.html (acá podrías hacer preguntas)
Suerte! (PD: Piratas Very Happy)
andan para el orto los spoilers
FaloAureo
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Mensaje por Lauti Lun Mar 26, 2012 11:35 am

Ahora me lo leo. Sos un groso Falo

Lauti

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