Woudlnt it be great. i have a thought, what if stardock floated the map editor out there, or people could pay for it and if thier design was good enough star dock buy it off them?...i mean id buy the map editor if thats what it took. i mean the 2v2 map is glitched if ur the vamp u can warp over the edge at ur spawn i mean how dodgy is that. unless of course its meant to be like that wich means other gods are at a disadvantage until they can buy the cloak of elfkind. imagine the hundreds if not thousands of maps that would be floated if they released a map editor.
me personally being a merchant seaman, id love this as i could spend the countless hours off work creating and testing maps.
ps i know all my post have bad spelling and gramma and stuff...(kids stay in school) @.@
Try rotating the map 45 degrees and putting the citadel in the corner. Move the portals+flags to the t junctions and the gold flags to the center corners.
Its a mini Zikurat!
How would I share one of those edited maps with someone?
use the mod manager.
Its just a matter of copying over some small script files
Because I was bored I moved the flags to match the path of 1 of the creeps take(there are only two paths the dark side just goes in reverse order) needed to add an extra flag.
Also so far I have only been able to get 1 citadel, the map doesn't like more or I just haven't found a way.
Here is a custom map test from the beta using a Granny V6 exporter:
As you can see, the specularity and other things do not work correctly. Without an up-to-date exporter and better map editor, we will never have custom map without entirely re-used map models.
Which exporter did you use? this?
Is specularity handled in the gr2 files? There are a number of directdraw surfaces within the map directory, wouldnt they contain the textures for the level, including the spec/bump/other maps?
EDIT:
map05_corner_s : specular map
map05_corner_n : normal map
map05_corner_d : diffuse map
I'm not saying you're wrong or anything, but there may be a way around the problems.
I am thinking that what I used was the NWN2 exporter, but it has been a while. It was the one that only worked with Max 8.
I could be easily wrong, but I have tried to apply the maps in many different ways to try to get my file to match the same setup at GPG's when viewed in the Granny Viewer. I am pretty sure that it is a difference between the Granny versions where the latest one needs a certain different setup before exporting. Now, as custom units did not run into the specularity problem (only the lack of animations problem) I am thinking that there was some option to set a texture as specular in their exporter, but one that we don't have access to. Here is some of the testing that I did: http://forums.gaspowered.com/viewtopic.php?t=31580
The version of granny in the expotron is 2.6, we're now at 2.8.21 for the viewer from the RAD site, DG used granny exporter 2.7.0.29. So really we're going to need a copy of that dll...
Looking at the other comments in that thread I'm less hopeful of getting this to work, especially if you've already tried the exporter from NWN2 and things broke.
There is, however no granny2.dll in the Demigod directory that I can find. This could mean any number of things, but if gr2 is using proprietary compression this doesn't make any sense. Does this mean that gr2 is acting only as a container for the raw max files do you think? Looking at the map gr2 in the viewer it says the source file is a max version 9...if gr2 is only acting as a container then it may be possible to get the max bit out without excessive dissection.
EDIT: nope it looks compressed...checking the total size by adding the vertices+indices+tris is far more than the file size.
but then again that makes no sense either...if it was expecting compressed and you hadn't used their tool surely it would fail completely when you tried to import.
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