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Orbz Mapping Bible

 
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Slacker



Joined: 22 Jan 2006
Posts: 254
Location: Labrador, Canada

PostPosted: Fri Jun 09, 2006 3:22 am    Post subject: Orbz Mapping Bible Reply with quote

NOTE: I'm putting this thread here from a posting wingman made some time back on gaming projects.

About this thread
This thread will be updated regularly to provide valuable information on creating maps for Orbz. Information that has and will be posted will come from myself, other 21-6 members, and talented mappers from the community. If you have useful information, please post it, and I will compile it into this list.

For beginners...
The maps are located in your fps/data/missions directory. There are two files associated with each map. A *.mis and a *.ter file. You can edit the *.mis file in a text editor if you wanted to, but you cannot edit a *.ter file outside of a map editor. Also, you cant do much editing the *.mis file in a text editor, it requires a map editor as well to get anything useful accomplished. The *.mis file contains objects and their positions, where to find the *.ter file, where to find the lobby picture, the name of the map, etc. The *.ter file holds the terrain layout.

How to get a map editor

You will need the editor from the TGE demo. I can't see 1.3 on the GG site anymore, so you can download them from my own site. Here are the links: Windows, Mac and Linux. Navigate to the common/editor folder wherever you installed the torque demo. Copy the entire contents of this folder, and place them in your Orbz/common/editor folder. You now have a map editor that will work to create orbz maps.

How to use the map editor
Im not going to make a full tutorial on using the torque mission editor, because there are tons of tutorials on this at www.garagegames.com. However, ill get you started. Host your own server (make sure to password it out so no one can join!). Go to observer mode (so you can fly around in the editor). Press the 'f11' key. The map editor should now load. To unload the map editor, just press the 'f11' key again. You can click on objects and move them around with the mouse. Holding modifier keys down such as ctrl, alt, shift while moving the mouse will get an object to rotate, show true axis, etc. Make sure to save your work often! Also, name your map something unique! Do not save over one of the existing maps, or you will not be able to play the map on other servers!!!
You must pay attention to the sortIndex in the .mis files. This number has to be incremented with each map that you have. If you do not have the sortIndex set properly, your map will not show up in the lobby. There is a sortIndex list below.

Orbz Maps Special Information
This is a list of the *.mis files associated with the maps, the difficulty level, and the sortIndex (which was mentioned above).

*OFFICIAL ORBZ MAPS*
w1_z1.mis = Boot Camp = Easy = 0
w2_z2.mis = Terror Trail = Easy = 1
w4_z2.mis = Orbz at Work = Easy = 2
w3_z4.mis = Frickin Freezin = Intermediate = 3
w2_z1.mis = Haunted Grove = Intermediate = 4
w1_z3.mis = Mystic Springs = Intermediate = 5
w3_z1.mis = Orbz-zolute Zero = Intermediate = 6
w1_z2.mis = Ruins = Intermediate = 7
w4_z1.mis = Under Construction = Intermediate = 8
w2_z3.mis = Cliffside Keep = Expert = 9
w3_z2.mis = Glacial Chasm = Expert = 10
w3_z3.mis = Icy Manipulator = Expert = 11
w1_z1.mis = Pillar Run = Expert = 12
w4_z3.mis = Starlight = Expert = 13

An updated sortIndex list for the maps on the course pack server can be found in this thread:
http://www.21-6.net/forums/viewtopic.php?p=229

Where is the sortIndex at in the *.mis file?
At the very top of the file. Here is the top of the Boot Camp mission file:
Code:

   new ScriptObject(MissionInfo) {
         desc0 = "A simple new mission template.";
         sortIndex = "0";
         size = "Easy";
         image = "fps/client/ui/orbz/courses/bootCamp.jpg";
         descLines = "2";
         name = "Boot Camp";
         demo = "1";
   };


How do I load an image in the lobby for my mission?
At the very top of the file. Here is the top of the Boot Camp mission file:
Code:

   new ScriptObject(MissionInfo) {
         desc0 = "A simple new mission template.";
         sortIndex = "0";
         size = "Easy";
         image = "fps/client/ui/orbz/courses/bootCamp.jpg";
         descLines = "2";
         name = "Boot Camp";
         demo = "1";
   };


The image line points to the image file in the targeted directory.

Powerup target defintion
new CourseTarget() {

position = "-0.0974951 -49.606 91.381";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "PowerupTarget";
magnetForce = "0";
nbrPowerups = "6";

powerup0 = "FreezeFramePowerup";
chance0 = "1";

powerup1 = "TeleporterPowerup";
chance1 = "1";

powerup2 = "GooberPowerup";
chance2 = "1";

powerup3 = "MoneyBallPowerup";
chance3 = "3";

powerup4 = "StickyBallPowerup";
chance4 = "2";

powerup5 = "DemagnetizerPowerup";
chance5 = "2";
};

Noticed the "nbrPowerups" property which defines how many different powerups can spawn at this location.

For each powerup that can spawn at this location, there should be a "powerupx" and "chancex" property defined - where x is the index value of the powerup type (index starts at 0).

In the case above, 6 different powerups can spawn at this location; Freeze Frame, Teleporter, Goober, Money Shot, Sticky Shot, and Demagnetizer.

Every 30 seconds, one of those 6 powerups is spawned at this location. The chance that a particular powerup is defined with the "chance" property. All the chance properties are added up (in the above case totaling 10) and then a random number is picked in that range. The random number then determines which powerup is spawn by walking the list of powerups and adding up the chance values until the random number is found. For example, if "5" was the random number - then the Money Shot would be chosen.

Another way to think about these chance values is that a particular powerup will spawn x out of every y times. X is the value of a particular powerup chance value and y is the total of all chance values. In the above example, the Sticky Shot will show up 2 out of 10 times.

If you want to specify a powerup location with only one spawn, it would look like this:

nbrPowerups = "1";
powerup0 = "FreezeFramePowerup";
chance0 = "1";


What is fps, and what do I need to know?
FPS stands for Frames Per Second. This is how many frames your video card is pushing per second. The higher this number, the better! There are several variables that will affect a missions' fps. One of your main goals in creating a map is to avoid low fps. The 'bar' for fps is Mystic Springs. After each map, when you go back to the lobby, pull down the console (press ctrl+~), and scroll up just a little until you see Performance Statistics. Under this line, you will see a line like this: Stats: 91.3/19.9/36.3536. The first number is highest fps during that map, the second number is the lowest fps during that map, and the third number is the average fps during the map. Play Mystic Springs, and write these numbers down. This is your goal. Match these or do better, and your map will meet the fps standard.

To do and NOT to do!
Here are some helpful tips when creating quality maps:
1. Do not use several ground textures and make sure the textures that are used blend nicely together.
2. Do not scale objects. Some small scale changes on certain objects is fine, but alot of times it gets overdone. This throws off depth perception, kills fps, and most of the time doesnt look right anyways.
3. Play through your level SEVERAL times with botz. Make sure every star can be hit, as well as every powerup. Do not forget about bonus star placements when creating a new level!
4. Adjust your visible distance (located in the sky object) to a suitable setting. Make sure the visible distance is always greater than the fog distance. The higher the numbers, the worst the fps. I find that a visible distance of 800 and fog distance of 700 works nice. You will just have to play around with these numbers on your map to see what looks best.
5. Be careful when playing with the terrain editor. That is all.
6. This is a biggie. When creating a lobby pic, make sure it is in .jpg format and that the size is less than 100k. This will keep the overall download size to a minimum.

How do I get my maps on the Course Pack Server?
First, put some creativity into your map. Dont just throw something together. Second, get some other mappers and members of the community to play your map with you, gather feedback, etc. Third, after checking off the to-do/not to-do list above, it's time to send it on over to 21-6. You can send them to me (Slacker) using the address in my profile. Once a mappack is ready to go on the server, I'll submit them to 21-6.
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