Hey all, so in the last time i read alot of people want to create maps but we all know its very much impossible (or near it) to create new map models because the maps are full 3d models.
So i got an idea, how about let us (in a map maker) to only create a flat map, just the lanes demigod are walking on and decide the others stuffs, towers place, citidel, flags and all of it, and even the rules.
But whats the fun in a flat map ? thats where we end the map and choose a theme. what do i mean in a theme ?
what i mean is the our flat map will get volume and backround by the theme we chose. Themes could be just like prison Kristal tower so our flat map will get kristal like in prison, or the space theme like in Exile and I'm sure we can think of alot of those.
That way we will able to create new maps in the way we want and not have to deal with all the 3d stuff.
So, what do u say ? I think its can work.
(BTW sorry for my bad english, its not my mother language)
map making guide coming soon in the next patch (or two)
When I think of custom maps, I think of Super Smash Bros. Brawl, the way they had 3 general themes (blue futuristic area, dark cave/ruins area, and outdoors-y cloud area), 3 map sizes (sm, med, large), and all the pieces match the theme.
The custom stages in SSBB aren't as complex as the game's main stages, but they have the general platforms and such. I figure that Demigod's custom map stages would be similar; less detailed, but still 3D and allowing for customization. Obviously, map size and shape, and then adding flags, buildings, towers and forts (possibly including ones that appear when war rank increases).
***Edit: Also putting in a limit to how many towers/forts/buildings there can be per map size, so that someone doesn't put like 20 forts all in one area or something stupid like that.***
Only thing I'd worry about is how/when the custom map would download (thinking lag-wise), and if/how players can share others' maps.
to save the trouble for later... GPG is NOT going to take the time to create a stand alone program to create map. AKA you will NOT be able to run Editor.exe and come up with a nice editor like in SupCom or Unreal or WC3. the guide will consist of coding tutorials and modeling converters so that those skilled modders int he community can write and model their own maps that wat. once the guide is out some amazing programmer can go and create a community based editor but form the complexity it will be like making a brand new game for every map.
yea someone can make a map in the shape of a giant dinkydang
we can run around and fight over control of this dinkydang
Word of the day:
"Dinkydang"
So not a single comment about my actual post, thats nice guys
Anyway, I know the chances for a stand alone map maker are low, but with this idea i think it can be much easier than people thought, maybe even for the community to make one.
If anyone cares you can edit the maps now but it's a annoying process requiring the knowledge of hex editor and what not. I'm posting this more so a programmer can kind of figure it out. I don't have the skill to write a GUI (Also the damn SDK is coming out in a month) If someone wants to write a GUI to make this easier then go ahead. But with out a copy of Granny you can't do much.
WARNING WARNING BACKUP ANYFILE YOU CHANGE. IN FACT IF YOU DIDN'T KNOW THAT JUST STOP READING. This is the least user friendly way to do something possible and it's probably better to just say you can't edit the map. This information is more for programmers and people who like code.
This is how to edit Prison
Go to the Demigod/bindata/maps/Map13 Directory (Also known as prison)
Make a copy of the file
MAP13.scmap
This is the contained for the mapping information for prison. You'll need it untouched to play online so be careful and back it up.
Copy the file again and rename the file.
Map13.raw
Open it in photoshop with the following settings
Width 513
Height 513
Channels Count 1
16 Bit
Header 48-Bit
Keep while saving
And you should see a image of prison. This file defines where demigods can walk. Unfortantly it get's more complicated. While it defines where they can walk and the height of the level it doesn't define the edges of the map. Also photoshop seem to enjoy changing the values slightly when you save... YAY for photoshop so writing your own bitmap editor would be easier.
In the MAP13.scmap there is DDS file that contains the edge detail (Side of the map). So work on your file walk data file and then save the raw file.
Open Map13.scmap in a hex editor and use the find utility to find DDS | and | DDS. Copy everything between those two tags and the tags them selves and save them to a file called Map13.dds. Open the DDS file (http://developer.nvidia.com/object/photoshop_dds_plugins.html) and now you'll have the edges of the map. Modify as necsary and save that files as well.
Then in a hex editor replace the Raw section of the file and the DDS portion of the file. And now the demigods can walk in different places in the map but nothing else has changed (YAY)
To change the placement of object spawning points etc you have to modify the LUA files.
To change the models used in the map export them from granny.
Oh and expect the camera to be far to high or far to low for the playing area. That's usually cause the 16-bit value in the walk plane are slightly different then they should be.
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