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general:contributors:scenes:technical

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So you wanna make a map? This Guide contains all of the information you could need to start mapping!

Setting up

Note: This is for them who are doing this first time

Let's start with making own module for sceneing. This is very simple and all you need to do is go into your Mount&Blade Warband directory and go to Modules folder. Then make copy of NordInvasion module and paste it there. You can rename it to any as you want. I want to keep it simple and just add “- Edit” and version number.

Next start your Warband and Select this new module what you just created. Then open Configure and select “Advanced tab”, click “Enable Edit Mode” active and click “OK”. Then turn Warband on and select “Play NordInvasion”, then hover the mouse above the “join Game” button untill it has a select cursor. This will bring you into the create a server screen.

Now you can select platfrom for your scene from exiting scenes so you don't need to do it by long way. PS. You can select mod scenes by selecting Gamemode as Nordinvasion. When you have it running first what you do is to make your game be in window mode so use Alt+Enter shortcut. Next use Ctrl+E to turn on editmode. You should have Edit Mode window and now you can finally start to make your scene.

Edit Mode Info

These Scene Props need to be in your map: - tbfc_box4 or tbfc_ammo_chest ( One is enough but better if you place two )

- tbfc_box5 and tbfc_healing_barrel or tbfc_medstation ( One is enough but better if you place two, depends map size )

- tbfc_shrine or tbfc_shrine_new ( One is best but if it is large map, then two. )

- smithy_anvil ( One is enough but better if you place two )

Entry Points that mod uses:

Player spawn: 0 & 1

AI spawn: 32,33,34,35,36,37,38 & 39

Some Tips:

- Remember to save often. You can lose everything if your game crash if you don't do so.

- I suggest you to read Help and learn moving & resizing shortcuts or you will find it painfull and slow.

- If you edit Ground and you want to get rid of “dark” areas, you can do it by saving your work and restarting map.

- Remember to place barriers also to high objects so players can't glitch on them. ( Do not use ai_limiters for this purpose )

- As we all know, deployshields can sometimes break walls so it is good if you place barriers to them. ( Also to ground objects like bridges )

- When you are making AI Mesh, you can use Ctrl to active multiple selections. This is usefull when you are welding them together.

- When you create New Face and want to weld AI Mesh, first select already placed AI Mesh and then new one and weld them. ( By doing this new AI Mesh will automaticly go to right place )

- When you place Entry point, be sure that they have enough room to spawn. Also make AI mesh to be in a bit larger area for just in case.

- When you are texturing ground/Evelating ground/coloring ground you can make it to be smoother by lowering Weight and Hardness.

- If you get “mirror” textures, just make texture to be smooth and paint on it.

- Sometimes placing light Ground Color to texture/near objects can make some places look nicer.

- You can use all but “Edit Weather” mode as you want. ( Weather won't save and get reseted when you load map again )

- Use plants, rocks & trees to make your scene more alive.

- If you have “hard corner” in your scene, I suggest to use plants and objects to cover it.

- Use barrers to cover every wall, prop floor, etc. (since deployables can break the scene props).

- Placing box, sphere barriers will prevent bots spawning there, which is usefully to prevent assassin's spawn in area's where they can't be reached.

Testing your created map

When you have a created map, and want to test it, the easiest thing will be to Create your own local server and implement the map.

This Guide: http://wiki.nordinvasion.com/doku.php?id=general:contributors:localserver Will tell you how to create a server.

Then all you have to do is copy your map from your Sceneobj folder into the one in the server.

general/contributors/scenes/technical.1469321874.txt.gz · Last modified: 2017/03/23 01:26 (external edit)