Flying Squirrel Entertainment

Mount & Blade Warband: Napoleonic Wars => Modifications => Mapping => Topic started by: Refleax on November 10, 2012, 09:30:07 pm

Title: Napoleonic Wars: Mapping Support
Post by: Refleax on November 10, 2012, 09:30:07 pm
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F4346%2Flogosupport2.png&hash=c08da8421caf5227d90e1131eaed0584192a58a3)

Please post in the below thread if you have any questions regarding the editor.
FSE or other members of our community will get back to you as soon as possible.
Title: Re: Napoleonic Wars: Scening Support
Post by: Refleax on November 10, 2012, 09:30:20 pm
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F2805%2Flogogetstarted2.png&hash=cb0779a4c7dcd2450986df72419662a1f49a7ed7)

Below please find a link to a few threads which will help you get started with the editor.

Basic Guide On Mapping (Scene Making) In Napoleonic Wars (http://forums.taleworlds.com/index.php/topic,228008.0.html)
Nordous’ Sceners Guild (http://forums.taleworlds.com/index.php/topic,163368.0.html)
AI Mesh Tutorial (Needed for commander battles, or any maps supporting bots)  (http://forums.taleworlds.com/index.php/topic,61126.0.html)
Terrain Code Generator (http://mbcommands.ollclan.eu/terrain/) see below| Wiki (Infomation) (http://mbmodwiki.ollclan.eu/SceneObj)

edit:  here is the new address i found for the terrain code generator.

http://brosteamspeaks.ovh/content/MapGeneration

-Thunder
Title: Re: Napoleonic Wars: Mapping Support
Post by: Menelaos on January 06, 2013, 11:58:07 am
Any info on setting spawns properly in conquest?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Gokiller on January 06, 2013, 12:39:54 pm
Team 1 main flag: entry 64
Team 2 main flag: entry 65

Additional team 1 flags: spr_headquarters_flag_red*
Additional team 2 flags: spr_headquarters_flag_blue*

Neutral flags: spr_headquarters_flag_grey*

*Not sure I got the names entirely correct, and I might have messed up which one is team one and team two... erm, as long as you don't use the "code_only" things you should be fine.

Finally, place all entry points from 0-63 around the flags (so that all flags has at least one entry point next to them) including the main flags. People will automatically spawn on entry points close to their selected flag - entry_no doesn't matter as long as it's between 0 and 63.

This was from Beaver, back in MM. I'm sure you can use it.
Title: Re: Napoleonic Wars: Mapping Support
Post by: skapunker on January 09, 2013, 03:46:40 am
Thankyou for the links, they are very helpful !
Title: Re: Napoleonic Wars: Mapping Support
Post by: Penn on January 13, 2013, 02:41:17 pm
I'm making a naval map using the "Arabian Harbour (Night)"-map which doesn't allow artillery.
Is there any way to change this so that I can spawn as an artillerist?
Title: Re: Napoleonic Wars: Mapping Support
Post by: FAULTYscotsman on January 18, 2013, 03:15:56 am
How do I make people spawn at all the entry points on battle instead of them just spawning in entry 0 or entry 32
Title: Re: Napoleonic Wars: Mapping Support
Post by: Tali on January 27, 2013, 11:10:21 am
I'm having some issues with entry points (again...).

One one side, I have entry points 0-31, and on the other side, I have entry points 32-63. When testing it, however, it is not rare that you spawn on the side that should be the spawn of the opposite team.

Any tips?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on January 27, 2013, 02:00:47 pm
Which game mode you talk about? Testing in editing mode doesn't properly work, so if you did, screw you! ;)
In duel, tdm or dm it seems, that the entry points are not really the same as you placed but near them.
You looked in the prop list if you did'nt forget a single or some entry points (happens if you rename entry point 1 to 0 and forgot to place number 1 again)?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Karth on January 27, 2013, 02:20:37 pm
How do I add those invisible barriers? The ones which make it so people are blocked from climbing up a really steep cliff?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Menelaos on January 27, 2013, 04:34:31 pm
How do I add those invisible barriers? The ones which make it so people are blocked from climbing up a really steep cliff?
It's called mm_barrier or something like that.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on January 27, 2013, 07:12:56 pm
Yeah mm_barrier. But be sure NOT to choose the mm_no_col_barrier (or something like that). They don't block people. Actually I don't know what they block! :o
Title: Re: Napoleonic Wars: Mapping Support
Post by: Mad_man1 on January 28, 2013, 05:46:36 am
The no_col barrier blocks colonels :D
Title: Re: Napoleonic Wars: Mapping Support
Post by: ZeroSkilled on January 31, 2013, 09:57:17 pm
Hello

Basically, I am testing out the spawnpoints in one of my maps. I am using the bots to do this so I am not sure if it's the bots that are the problem or is it the actual spawnpoints.

In a siege mode, when I spawn 100 bots for each team. The attacking bots always somehow spawn at the numbers 27,26, 25, 16. Could anyone explain this to me? Isn't the defending supposted to be 0-31 or is it just the bots being weird?

Thanks in advance,
Kind regards ZeroSkilled.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on January 31, 2013, 10:32:50 pm
you have to place each team spawns as one group. Maybe you placed somewhere all around the defenders the attacker spawns?
Title: Re: Napoleonic Wars: Mapping Support
Post by: ZeroSkilled on February 01, 2013, 08:27:13 am
you have to place each team spawns as one group. Maybe you placed somewhere all around the defenders the attacker spawns?

I have indeed but they are far away from where the defenders spawn.

I'll try to edit it to one single place and see the results.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Mac Aaron on February 04, 2013, 03:07:55 am
I'm having some issues with entry points (again...).

One one side, I have entry points 0-31, and on the other side, I have entry points 32-63. When testing it, however, it is not rare that you spawn on the side that should be the spawn of the opposite team.

Any tips?

I've got the same problem on my map in conquest mod. On my map, I've got 6 flags but i want that all spawn points of the team 1 gather on the main flag 1 and all the spawn points of team 2 gather on the main flag 2.

Team 1 : 0 - 31 (and 64 = Team 1 flag)
Team 2 : 32 - 63 (65 = Team 2 flag)

Sometimes, people of the faction 2 spawn on the points of the faction 1.

Any ideas ?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on February 11, 2013, 03:07:39 pm
I'm having some issues with entry points (again...).

One one side, I have entry points 0-31, and on the other side, I have entry points 32-63. When testing it, however, it is not rare that you spawn on the side that should be the spawn of the opposite team.

Any tips?

I've got the same problem on my map in conquest mod. On my map, I've got 6 flags but i want that all spawn points of the team 1 gather on the main flag 1 and all the spawn points of team 2 gather on the main flag 2.

Team 1 : 0 - 31 (and 64 = Team 1 flag)
Team 2 : 32 - 63 (65 = Team 2 flag)

Sometimes, people of the faction 2 spawn on the points of the faction 1.

Any ideas ?
Be sure that the spawns are at the map ends. If there is a neutral flag aka. entry point between headquarter flag and map end it could cause those spawn problems.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Mac Aaron on February 11, 2013, 10:23:27 pm
I'm having some issues with entry points (again...).

One one side, I have entry points 0-31, and on the other side, I have entry points 32-63. When testing it, however, it is not rare that you spawn on the side that should be the spawn of the opposite team.

Any tips?

I've got the same problem on my map in conquest mod. On my map, I've got 6 flags but i want that all spawn points of the team 1 gather on the main flag 1 and all the spawn points of team 2 gather on the main flag 2.

Team 1 : 0 - 31 (and 64 = Team 1 flag)
Team 2 : 32 - 63 (65 = Team 2 flag)

Sometimes, people of the faction 2 spawn on the points of the faction 1.

Any ideas ?
Be sure that the spawns are at the map ends. If there is a neutral flag aka. entry point between headquarter flag and map end it could cause those spawn problems.

I took Minden in conquest mod and modified it

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fnsa32.casimages.com%2Fimg%2F2013%2F01%2F27%2F130127065309711217.jpg&hash=21b369b621626843a753295f566eb6988ad7b539)

All the French entry points are in the basecamp and all the Prussia entry points are in the fort.
The goal was if French ppl decided to spawn on the 2nd flag, they automatically spawn on the main base. For prussia, same thing but in the fort.

It worked fine with France and not with Prussia.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on February 12, 2013, 11:19:59 am
Spoiler
I'm having some issues with entry points (again...).

One one side, I have entry points 0-31, and on the other side, I have entry points 32-63. When testing it, however, it is not rare that you spawn on the side that should be the spawn of the opposite team.

Any tips?

I've got the same problem on my map in conquest mod. On my map, I've got 6 flags but i want that all spawn points of the team 1 gather on the main flag 1 and all the spawn points of team 2 gather on the main flag 2.

Team 1 : 0 - 31 (and 64 = Team 1 flag)
Team 2 : 32 - 63 (65 = Team 2 flag)

Sometimes, people of the faction 2 spawn on the points of the faction 1.

Any ideas ?
Be sure that the spawns are at the map ends. If there is a neutral flag aka. entry point between headquarter flag and map end it could cause those spawn problems.
[close]

I took Minden in conquest mod and modified it

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fnsa32.casimages.com%2Fimg%2F2013%2F01%2F27%2F130127065309711217.jpg&hash=21b369b621626843a753295f566eb6988ad7b539)
[close]

All the French entry points are in the basecamp and all the Prussia entry points are in the fort.
The goal was if French ppl decided to spawn on the 2nd flag, they automatically spawn on the main base. For prussia, same thing but in the fort.

It worked fine with France and not with Prussia.
Maybe some of the prussian entry points are too far at the map end. You know there's usually a buffer zone you can't enter?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on February 15, 2013, 03:57:42 pm
I am making a map on the map: Fort Whittington (day).
And I can't find the scene and  the Scene_Obj file, I think it is covered under a different name, does anyone know which scene and scene_obj name has fort_whittington (day)?
Please respond asap.

-Dekkers
Title: Re: Napoleonic Wars: Mapping Support
Post by: Gokiller on February 15, 2013, 04:02:08 pm
Just filter it on last eddited/updated and you should find it.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on February 15, 2013, 04:06:59 pm
Just filter it on last eddited/updated and you should find it.

thanks bro
Title: Re: Napoleonic Wars: Mapping Support
Post by: HappyBanana on February 19, 2013, 05:07:16 pm
uhm I've been wondering for a long time about something in the editor. there is next to then scene objects,etnry points etc another option called Pasage. I would like to know what this is and how it works :P anyone knows ?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on February 19, 2013, 08:13:04 pm
uhm I've been wondering for a long time about something in the editor. there is next to then scene objects,etnry points etc another option called Pasage. I would like to know what this is and how it works :P anyone knows ?

Its just a guess that might help you, but in some modules, you can go to a door and hold ''F'' on it and you will get TP'd to a different place in the map (Used for the out/inside of castle's for example, used allot in PW), and I think it has something to do with that, but there is a chance its completely wrong :p

-Dekkers
Title: Re: Napoleonic Wars: Mapping Support
Post by: Comrade Temuzu on February 19, 2013, 08:48:13 pm
Have you people even played Native? Jesus.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Menelaos on February 19, 2013, 08:52:38 pm
Have you people even played Native? Jesus.
Honestly NW has a huge about of players who bought warband to play the DLC. It's not a surprise that most haven't.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on February 19, 2013, 09:17:49 pm
Have you people even played Native? Jesus.

Why always so negative?... People here are ''trying'' to help each other, somethimes they are wrong but there is no reason to putt stupid comments like that then, wright?


Title: Re: Napoleonic Wars: Mapping Support
Post by: Comrade Temuzu on February 19, 2013, 11:37:54 pm
It's not stupidity on my part if you people have not played Native, or hell, singleplayer for that matter.
Title: Re: Napoleonic Wars: Mapping Support
Post by: HappyBanana on February 19, 2013, 11:46:04 pm
uhm I've been wondering for a long time about something in the editor. there is next to then scene objects,etnry points etc another option called Pasage. I would like to know what this is and how it works :P anyone knows ?

Its just a guess that might help you, but in some modules, you can go to a door and hold ''F'' on it and you will get TP'd to a different place in the map (Used for the out/inside of castle's for example, used allot in PW), and I think it has something to do with that, but there is a chance its completely wrong :p

-Dekkers

yes yes.. :) I figured that. but I would like to know how it works, havent figured that out yet. :P

Have you people even played Native? Jesus.

Woaw... uhm yes I have 1352 hours on record of warband wich alot of them in singleplayer and native Multiplayer, I am just a little new to the scening and stuff, why so negative? jesus...
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on February 20, 2013, 12:37:15 am
Have you people even played Native? Jesus.
Enlighten us, instead blaming us! It's a good question (and me either couldn't answer). :o
Title: Re: Napoleonic Wars: Mapping Support
Post by: Comrade Temuzu on February 20, 2013, 12:12:35 pm
If you've ever played singleplayer, you more than likely have walked in the towns. In towns, you can walk inside several buildings, by entering the building. This is done with passages. When activating a passage, it loads a new scene, for example a tavern. In multiplayer changing from one scene to another is not possible, but teleporting between two passages is, much like in PW.
Title: Re: Napoleonic Wars: Mapping Support
Post by: MaHuD on February 20, 2013, 01:07:22 pm
Quote from Exilian forum (http://s9.zetaboards.com/exilian/topic/467530/1/)
Quote
Passages
These are points at which the player, when facing the BLUE FRONT of the passage, can jump to another scene (or a different point in t he same scene). Which scene it is is defined in module_game_menus.py.The Entry Point defines the Entry point the player will come in at in t he new scene, and the Menu Item defines which scene the player goes to.
In ALL CITY SCENES (Castle, Tavern, Streets, Shop)
0 - Castle
1 - ----
2 - Castle
3 - Town Centre
4 - Tavern
5 - Shop
6 - Arena

In castles;
0 - Inside
8 - Courtyard

Guide found on the taleworlds thread for scening: http://forums.taleworlds.com/index.php/topic,163368.0.html
Took me half a minute to find...
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on February 20, 2013, 04:11:45 pm
If you've ever played singleplayer, you more than likely have walked in the towns. In towns, you can walk inside several buildings, by entering the building. This is done with passages. When activating a passage, it loads a new scene, for example a tavern. In multiplayer changing from one scene to another is not possible, but teleporting between two passages is, much like in PW.

Isn't that what I said? ''Tried to say''...  :P
Title: Re: Napoleonic Wars: Mapping Support
Post by: HappyBanana on February 20, 2013, 06:28:40 pm
Quote from Exilian forum (http://s9.zetaboards.com/exilian/topic/467530/1/)
Quote
Passages
These are points at which the player, when facing the BLUE FRONT of the passage, can jump to another scene (or a different point in t he same scene). Which scene it is is defined in module_game_menus.py.The Entry Point defines the Entry point the player will come in at in t he new scene, and the Menu Item defines which scene the player goes to.
In ALL CITY SCENES (Castle, Tavern, Streets, Shop)
0 - Castle
1 - ----
2 - Castle
3 - Town Centre
4 - Tavern
5 - Shop
6 - Arena

In castles;
0 - Inside
8 - Courtyard

Guide found on the taleworlds thread for scening: http://forums.taleworlds.com/index.php/topic,163368.0.html
Took me half a minute to find...

thx Mahud, I problably havent been searching the forums good enough, I couldnt find anything about how it worked :\
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on February 25, 2013, 05:57:26 pm
Can somebody please help me out with the ladders?
I want the ladder to go away when the wall prob gets destoyed!

Please respond ASAP so I can continue work :p.

-Dekkers
Title: Re: Napoleonic Wars: Mapping Support
Post by: Tali on March 22, 2013, 02:16:18 pm
How do I properly create Conquest Capture-points, as well as make the map playable in conquest mode?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Hawk2991 on March 27, 2013, 02:55:05 pm
Can someone please help me install a custom map on my server, Im new to all that stuff and have no clue what im doing lol!

Any help would be appreciated!

Thanks
Title: Re: Napoleonic Wars: Mapping Support
Post by: ZeroSkilled on March 29, 2013, 01:27:30 pm
A question, What do "weather" and variable do you use to get the falling snow into the map?

I have a thought that it could be rain but I have no clue on what value that would be :P


Kind regards,
ZeroSkilled


Nevermind found it! :D
Title: Re: Napoleonic Wars: Mapping Support
Post by: Penn on May 05, 2013, 04:37:53 pm
Hey there fellow mappers! I seem to have a problem which I do not understand. I made a map based on the map "Beach". Now I inserted a siege marker (Entry point 66).
I copied the scene file, changed the name to make it Fort Fleetwood in order to get it into the siege mode. I can play the map fine, but the flag is not lowering. Anyone know what I've done wrong? =)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on May 05, 2013, 04:51:05 pm
Did you remove all entry points to be sure? Did you test it in Siege Mode (not Editing Mode)? There is a flag pillar prop what looks exactly like the flag spawning from entry point 66, don't use/place that! It causes problems with entry point 66.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Penn on May 05, 2013, 05:17:53 pm
Did you remove all entry points to be sure? Did you test it in Siege Mode (not Editing Mode)? There is a flag pillar prop what looks exactly like the flag spawning from entry point 66, don't use/place that! It causes problems with entry point 66.

Well, the map has alot of flag pillar props as it is a custom made ship on it. But that is no where close to the flag, does that mess it up?


edit: found that the map were stuck on one of those headquarters poles, I simply moved that pole on top of entry point 66 and now it works!
Case closed! Thanks for mentioning the prop problem.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Frederik on May 12, 2013, 10:24:26 pm
How do you got the restroom working?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on May 12, 2013, 10:39:28 pm
Place restroom - done! Place restroom_door in the door window if you want a restroom with a door! It's really simple!  :D
Title: Re: Napoleonic Wars: Mapping Support
Post by: Frederik on May 12, 2013, 10:44:03 pm
but i cant use it.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on May 12, 2013, 11:04:28 pm
Did you place it in edit mode?
Title: How to make Custom maps Compatible for Commander Battle ?
Post by: skapunker on May 14, 2013, 09:01:18 pm
Hi there,

I love playing Commander Battles,
But i got to tired of playing all the Standard maps + randomly generated hilly maps

With the permission of Friedrich im adding AI Meshes to his River Crossings map,

Im about 80% complete and i wanted to make test run, however, i am unable to find the map under the Commander Battle section,

I have read alot of tutorials and guides here on this forum and taleworlds forum, However i am unable to find any information about making an commander battle map.

I have completed about 80% of the Ai Meshes, i have to do some adjustments around some rocks,

I have a question about Entry points, I read in this topic : http://forums.taleworlds.com/index.php/topic,89831.0.html (http://forums.taleworlds.com/index.php/topic,89831.0.html) : that different game modes require different amounts of entry points.  How many do i need for Commander Battle and wich do i need?

And most importantly, I Can let the map load correctly in the following game modes:
Edit mode
Duel
conquest,
Capture the Flag
Battle
Team Deathmatch
Deathmatch,

The only 2 game modes it doesnt let me load it in are:
Siege
Commander Battle

I think i read in a different topic somewhere for to create a siege map u need to add a certain type of captureable flagpole to the map, to turn it into a Siege map,
But what do i need to add to the map to Turn it into a Commander Battle compatibilty ????

Greetings Skapunker
84e Regiment
Title: Re: Napoleonic Wars: Mapping Support
Post by: dooomninja on May 15, 2013, 09:05:49 pm
does anyone know how to make the mm_ship work properly?

i tried it just seems to spawn without controls, i also checked the maps where they are used but i can't see what makes them work
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on May 15, 2013, 09:11:07 pm
does anyone know how to make the mm_ship work properly?

i tried it just seems to spawn without controls, i also checked the maps where they are used but i can't see what makes them work

Go into ''Editor'' mod with with your map.

Place a ship (MM_Ship ... something like that) where you want it to spawn.

Then add a (MM_Ship_(Something)_Controllable), just get it close to it, that will do.

Give the MM_Ship_..._Controllable      Var 1. Do the same for the ship.

Go into ''Battle, siege'' what so ever and remove the old  mm_ship_..._Controllable objects, not being in the right place.

Done.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dom13WorstNW on May 16, 2013, 03:46:19 am
Hey   so I have a problem with entry points 

So I type in 0 and when I place it on the ground it changes to entry point 1 ...

It screws up my spawning points And I haven't figured out how to fix it :/
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on May 16, 2013, 03:37:25 pm
Hey   so I have a problem with entry points 

So I type in 0 and when I place it on the ground it changes to entry point 1 ...

It screws up my spawning points And I haven't figured out how to fix it :/

Just edit entry point one. Var1 back to the number you want?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dom13WorstNW on May 19, 2013, 01:50:18 am
Is there a Page that explains all the mm_weather_......  ??? :)

I wish to know Fog specifically  :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Penn on May 19, 2013, 02:32:06 am
Is there a Page that explains all the mm_weather_......  ??? :)

I wish to know Fog specifically  :)


http://forums.taleworlds.com/index.php?topic=228008.0 (http://forums.taleworlds.com/index.php?topic=228008.0)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dom13WorstNW on May 19, 2013, 03:21:01 am
Is there a Page that explains all the mm_weather_......  ??? :)

I wish to know Fog specifically  :)


http://forums.taleworlds.com/index.php?topic=228008.0 (http://forums.taleworlds.com/index.php?topic=228008.0)

Thank you  :-*
Title: Re: Napoleonic Wars: Mapping Support
Post by: HappyBanana on May 19, 2013, 04:26:35 pm
anybody knows have CTF works with the entry points? :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Comrade Temuzu on May 20, 2013, 09:12:24 pm
Yes.

Read tutorials, the answers are there.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on June 14, 2013, 05:16:02 pm
Can anyone explain me which things cause lagg?

I made map for 33rd siege (Look below) but it laggs allot. I got quite some water but the props are minimal and in overal the map is quite simpel. The size is quite big though, but I just took the original size so it shouldn't be to much of a problem? Please help!

The map
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F884110885623738529%2F61BCD20A23BA34E9A9E1073DB823F3E925A9915B%2F&hash=ac773dd1e25445d623d2f081b257b9ca4c33776e)
[close]
Title: Re: Napoleonic Wars: Mapping Support
Post by: Griff Redstorm on June 20, 2013, 08:04:18 am
Hi guys , just have a fast question.

I am working on groupfighting map , but as you all know , i need to make some classes unplayable , as far as i know i need to handle it with scripts , but i dont know how to . Any couldnt find any information from guides or tutorials so anybody can help out?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on June 20, 2013, 10:24:33 am
Almost every class is disabled with the admin pannel, you can't disable russian militia I beleave and if you are making Cav GF then you have to place an object that disables the main infantry units. I can't remember the name of the prop. though :(
Title: Re: Napoleonic Wars: Mapping Support
Post by: ZeroSkilled on June 20, 2013, 03:05:45 pm
Can anyone explain me which things cause lagg?

I made map for 33rd siege (Look below) but it laggs allot. I got quite some water but the props are minimal and in overal the map is quite simpel. The size is quite big though, but I just took the original size so it shouldn't be to much of a problem? Please help!

The map
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F884110885623738529%2F61BCD20A23BA34E9A9E1073DB823F3E925A9915B%2F&hash=ac773dd1e25445d623d2f081b257b9ca4c33776e)
[close]

Not completely sure but I think it has to do with the amount of tents.
Title: Re: Napoleonic Wars: Mapping Support
Post by: sich on June 22, 2013, 08:14:26 pm
Help please :
Is it possible to gather from various parts (parts from different cannons), another new cannon. And to make it shoot equipping it before that buttons in the editor?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Amit on June 23, 2013, 04:34:28 pm
how the hell im making the boats sail, i custom map i mean, i tried to make a map with ships but they cant move please answer
Title: Re: Napoleonic Wars: Mapping Support
Post by: dooomninja on June 23, 2013, 11:06:02 pm
how the hell im making the boats sail, i custom map i mean, i tried to make a map with ships but they cant move please answer

if you mean the mm_ship then just set the Var 1. to 1 if you mean the larger ships (the ones with sails) they can't move
Title: Re: Napoleonic Wars: Mapping Support
Post by: Amit on June 24, 2013, 11:19:37 am
how the hell im making the boats sail, i custom map i mean, i tried to make a map with ships but they cant move please answer

if you mean the mm_ship then just set the Var 1. to 1 if you mean the larger ships (the ones with sails) they can't move

i mean the small one, so how am i do it?
set the var 1 to 1?

also please give more deateiles because i cant understand, and if you can give me your steam it will be helpfull
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on June 24, 2013, 12:35:46 pm
Amit. I sent you a PM 2 days ago with all the info ;)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Amit on June 24, 2013, 01:06:21 pm
Amit. I sent you a PM 2 days ago with all the info ;)

thanks bro love ya :D
Title: Re: Napoleonic Wars: Mapping Support
Post by: BNS Marko on July 05, 2013, 08:39:02 am
Alright so I have a lot of experience in SP and MP scening in many Warband mods and my own mods. But every time I go NW it always drives me to the edge of madness. For example, some 9 months ago me and my former partner had a good idea of making an "ambush" custom gamemode for events/public playing(by enforcing rules etc, that's mostly for events). I was working on a scene for at least 20+ hours, it was very good. I had to place so many trees and bushes, props, balance it out, make creative mountains and places to hide....then we tried to upload the scene to our server. We pasted the terrain code, uploaded the scene regular just as every other time. I was working over an existing custom_map_*number*. We load the scene in-game: BOOM, it's all mixed up and gone. Only a road and some trees, looking generally sh*t. I looked like an idiot, and tried to make it over the Arabian_Harbour scene. When we loaded the game only I could see the proper scene, he saw a bunch of random sh*t just like before. I'm asking all this because I really want to make some scenes for NW and Blood & Iron people can use. So I started a nice, bots vs humans Trench map in B&I. After my first scening session, I was checking out all the props, and I did ALL the environment and texturing(soft transitions, weight/hardness transitions) so I save that and quit the scening session. Still in-game I try to re-enter the same scene to see did those changes save, and what do the look like. I enter the scene which only kept textures at where they bordered(but evened all variables of hardness, weight to 100) and was completely flat on level 2. I was so pissed off again, but I can't quit now. Can anyone put some help here?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Gokiller on July 05, 2013, 09:00:15 pm
So if I get this right. Until a certain barrier everything saves and works alright. (as in somewhat a square) And out this square the terrain get's reverted everytime you restart?

In that case you are making the scene on a file that doesn't all bigger sizes. Not to sure if I'm right there but I had it several times. Just if you want to be sure that your big scene goes good. Make it on another big scene like Borodino or something like that. (if that is the case) otherwise I have no idea what the problem could be. As I neither do understand the problem entirely.
Title: Re: Napoleonic Wars: Mapping Support
Post by: BNS Marko on July 06, 2013, 05:34:06 pm
That's it Gokiller, can't believe it was so simple -.-, but I can't use Borodino as I need a siege scene, which one could it be so it's long and narrow for a nice B&I trench scene?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Gokiller on July 07, 2013, 03:04:56 pm
Just try and search ;)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on July 24, 2013, 04:04:36 pm
Some mapping/scening setups changed/added with the new patch?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Gokiller on July 24, 2013, 04:26:39 pm
Some mapping/scening setups changed/added with the new patch?

I doubt so, the only new thing for the sceners will be the sexy new ships  :D
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on July 24, 2013, 04:33:05 pm
Hm, why have then some ships from the new maps both variations with 1 (I mean Var2 didn't need a number other then 0 before)?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Gokiller on July 24, 2013, 04:35:02 pm
Hm, why have then some ships from the new maps both variations with 1 (I mean Var2 didn't need a number other then 0 before)?

No clue, I haven't seen anything about it on the changelog.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on July 24, 2013, 04:36:20 pm
Hm, why have then some ships from the new maps both variations with 1 (I mean Var2 didn't need a number other then 0 before)?

No clue, I haven't seen anything about it on the changelog.
That's why I was asking, maybe they missed to inform us then. Maybe like they forgot to update the server files!  ;D
Title: Re: Napoleonic Wars: Mapping Support
Post by: Gokiller on July 24, 2013, 04:37:54 pm
http://download2.taleworlds.com/mb_warband_napoleonic_wars_dedicated_1157_nw_1103.zip

Thats the one you need I presume. (For server then)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on July 24, 2013, 05:41:20 pm
They didn't work until Aldemar fixed them. He send it to FSE, but dunno if TW or FSE it uploaded now.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Olafson on July 24, 2013, 06:48:41 pm
That was just me placing a 1 in both Var1 and 2. And I cant upload anything right now, without Vince... And he is on holidays...
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on July 24, 2013, 07:25:55 pm
Ah thx for enlighten me, Olaf! :D

How long will Vince be not there? That's a bit odd on a release day! :o
Title: Re: Napoleonic Wars: Mapping Support
Post by: dooomninja on July 25, 2013, 01:51:00 pm
anyone know any way of making the items kinds useable, i.e. so they act like dropped weapons?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Olafson on July 25, 2013, 01:59:13 pm
Ah thx for enlighten me, Olaf! :D

How long will Vince be not there? That's a bit odd on a release day! :o

We do not decide on the release dates.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Sanada on July 25, 2013, 03:03:25 pm
In Conquest maps do I need to place all 64 spawn points around every flag?

Also in conquest do I need to be in scene editing mode to be placing the entry points or in the conqest mode(I cannot find my custom map 2 in conquest mode)

Also do the entry points need to have in the 2nd var the flag entry's var?(do they have to be similar?)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on July 25, 2013, 03:11:26 pm
1 simple question again: hwo many hitpoints have the movable boats/ships exactly?
Title: Re: Napoleonic Wars: Mapping Support
Post by: dooomninja on July 30, 2013, 05:17:57 pm
anyone know how to change the weather? the mm_weather props don't seem to work and the edit weather tab is blank
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on July 30, 2013, 05:46:11 pm
It works for me? :o
Did you forgot to fill the Var1 with a number? Standard is 0, that means "no rain". 100 means "it rains cats and dogs".
Title: Re: Napoleonic Wars: Mapping Support
Post by: dooomninja on July 30, 2013, 06:23:59 pm
yh i set var1 to 90 but i was using fog so it seems to be reversed for that

thank you for your response though :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Thorontur on August 02, 2013, 12:38:31 am
I have a few questions about entry points in conquest:

-Can I make the flags non-capturable or something? I just put them far enough underground so they're out of reach to be capped.

-What do the "code only" flags do? (eg. the "headquarters_flag_blue_code_only")

-Does the second variable do anything with the entry points?

-How and where do I change the name of the spawnpoints?

-Why are the main flags of both teams flying half-mast? :P

Thanks a bunch!
Title: Re: Napoleonic Wars: Mapping Support
Post by: Friedrich on August 02, 2013, 12:55:17 am
-Can I make the flags non-capturable or something? Nope!

-What do the "code only" flags do? (eg. the "headquarters_flag_blue_code_only") Dunno, sorry. Probably you should better not use them.

-Does the second variable do anything with the entry points? Should not.

-How and where do I change the name of the spawnpoints? It's scripted, you can't change that via editing mode. Annoying, yes.

-Why are the main flags of both teams flying half-mast? Because they can! :D
Title: Re: Napoleonic Wars: Mapping Support
Post by: Thorontur on August 02, 2013, 01:10:16 am
-How and where do I change the name of the spawnpoints? It's scripted, you can't change that via editing mode. Annoying, yes.

Thanks for the awesome quick reply! Didn't expect this.
Is it possible to meddle with the scripting somewhere? Or is that asking too much? :)

PS: I like your avatar
PPS: what did you think of my own solution to make flag-spawnpoints non-capturable? ;)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Robinhood on August 07, 2013, 02:56:22 am
I have been working on a map, however i have run into a problem, where my swivel guns always end up about a foot above where i placed them (the wall), does anyone have any ideas as to what i could do?
Title: Re: Napoleonic Wars: Mapping Support
Post by: dooomninja on August 07, 2013, 03:32:19 am
I have been working on a map, however i have run into a problem, where my swivel guns always end up about a foot above where i placed them (the wall), does anyone have any ideas as to what i could do?

i found that too TMK the only think you can do is lower the swivel gun, and with a bit of trial and error get it to the right height
Title: Re: Napoleonic Wars: Mapping Support
Post by: Robinhood on August 07, 2013, 04:22:50 am
I have been working on a map, however i have run into a problem, where my swivel guns always end up about a foot above where i placed them (the wall), does anyone have any ideas as to what i could do?

i found that too TMK the only think you can do is lower the swivel gun, and with a bit of trial and error get it to the right height

I have tried that however, it just put it right back up to about a foot above the wall :(
Title: Re: Napoleonic Wars: Mapping Support
Post by: Paul on August 07, 2013, 11:28:58 am
I've been trying to get boats to work, can anyone tell me how to let them move :/
Title: Re: Napoleonic Wars: Mapping Support
Post by: ZeroSkilled on August 07, 2013, 12:28:35 pm

Go into ''Editor'' mod with with your map.

Place a ship (MM_Ship ... something like that) where you want it to spawn.

Then add a (MM_Ship_(Something)_Controllable), just get it close to it, that will do.

Give the MM_Ship_..._Controllable      Var 1. Do the same for the ship.

Go into ''Battle, siege'' what so ever and remove the old  mm_ship_..._Controllable objects, not being in the right place.

Done.

^There you go Paul.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Paul on August 07, 2013, 01:42:25 pm
Ok thanks, what about cannons, they have all these parts and I'm confused.
Edit: And how do I make those 'F' Actions that tp you to to rooms or places?

I'm starting to try to make maps and I've got some plans. :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: dooomninja on August 07, 2013, 02:01:47 pm
[Snip]

I have tried that however, it just put it right back up to about a foot above the wall :(

then i'm not really sure  sorry :(

Ok thanks, what about cannons, they have all these parts and I'm confused.
Edit: And how do I make those 'F' Actions that tp you to to rooms or places?

I'm starting to try to make maps and I've got some plans. :)

for cannons just use mm_cannon_[type] don't worry about the individual parts, they are more for scenery
i'm not sure but try the passages

good luck with your maps :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Paul on August 07, 2013, 02:14:32 pm
Very Well, thanks :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Paul on August 08, 2013, 04:52:06 am
Right, i'm messing around the passages, but they don't seem to do anything. Do I need to connect them to an object or something to get the action or what?

Does anyone know? :(
Title: Re: Napoleonic Wars: Mapping Support
Post by: Danijongo on August 14, 2013, 05:21:05 pm
Sorry if this question was asked before, but is it possible putting on clothes on the dummies that stick to them?
Because when the dummy is destroyed the clothes stay hanging in the air...

And are there any tips on how building a house fast? Took me a hour to build all the walls,windows and such...  :-\
Title: Re: Napoleonic Wars: Mapping Support
Post by: Gokiller on August 14, 2013, 06:19:39 pm
Sorry if this question was asked before, but is it possible putting on clothes on the dummies that stick to them?
Because when the dummy is destroyed the clothes stay hanging in the air...

And are there any tips on how building a house fast? Took me a hour to build all the walls,windows and such...  :-\

1: You can't attach them, simply don't cloth the dummies.
2: Practice.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Danijongo on August 14, 2013, 07:02:14 pm
Sorry if this question was asked before, but is it possible putting on clothes on the dummies that stick to them?
Because when the dummy is destroyed the clothes stay hanging in the air...

And are there any tips on how building a house fast? Took me a hour to build all the walls,windows and such...  :-\

1: You can't attach them, simply don't cloth the dummies.
2: Practice.
Ahhh thanks, I just wanted to practice against officer aiming
And about the building fast, I found out using: shift + R to set direction of the walls and then pressing R each time I spawn a new wall,
Thanks anyway!
Title: Re: Napoleonic Wars: Mapping Support
Post by: MadManYo on October 13, 2013, 11:59:27 pm
If you edit say Ambush (Day) Into ww1 trenches how do you get the map the work on servers?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Penn on October 23, 2013, 03:08:00 pm
If you edit say Ambush (Day) Into ww1 trenches how do you get the map the work on servers?

You take the scene file and upload it from your computer to the server :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: ZanderDogz on November 08, 2013, 09:53:15 pm
I have made some good maps, but I can never save them properly. How do i save them so I can open Mount and Blade again and play the maps? (I have already done the thing with the scenes.txt file)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Macs899 on November 23, 2013, 06:53:59 pm
Currently making a Conquest map yet I seem to have based it from a map that doesn't allow artillery classes to spawn. Is there a way I can fix this?
Title: Re: Napoleonic Wars: Mapping Support
Post by: BigRedOne on December 05, 2013, 11:07:58 pm
DAT:
"Copying&pasting more than 1 item isn't possible."

Why?  :'(
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on December 15, 2013, 11:13:21 pm
How do I use ground color paint? EX: add blood on the ground, When I go into ground color paint it does not let me place anything. I have seen this done on several maps and would like to know how its done, Note that this is NOT ground texture paint I want to know about, Any help would be nice :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Johnny_Reb on December 18, 2013, 03:52:32 pm
Hi guys!
I'm trying to edit some scenes so I could help some modders...
I only have a pair of questions.
How do I set down all the parameters of a custom map in order to create a plain without those damn hills I hate so much?
And more, how can I enlarge a custom map?
Title: Re: Napoleonic Wars: Mapping Support
Post by: BNS Marko on December 20, 2013, 10:22:23 pm
Hi guys!
I'm trying to edit some scenes so I could help some modders...
I only have a pair of questions.
How do I set down all the parameters of a custom map in order to create a plain without those damn hills I hate so much?
And more, how can I enlarge a custom map?
Use the tool, you have map size, terrain, vegetation parameters here http://mbcommands.ollclan.eu/terrain/#0x00000001324000000005194a000041ef00005ae800003c55

Place the scene code you generate into your scenes.txt under the map name you are replacing. Oh and you can flatten the scene by using the terrain, setting height to 0, radius 100 and then just draw it along the map...
Title: Re: Napoleonic Wars: Mapping Support
Post by: William on December 26, 2013, 10:43:54 pm
So I've made a siege map and I have everything I want in (walls, redoubts for attackers, and scenery) but I'm having trouble as to how to add artillery and spawn points.
Title: Re: Napoleonic Wars: Mapping Support
Post by: BigRedOne on January 09, 2014, 08:59:37 am
So I've made a siege map and I have everything I want in (walls, redoubts for attackers, and scenery) but I'm having trouble as to how to add artillery and spawn points.

Spawn points:
Quote
Entry points are items that have designated scripts attached to them. Select 'Entry Point' from the drop-down menu and press 'Space Bar' so you can see the entry point. We'll start with spawns.

For team one spawn, you need to place 32 entry points in the location you want them to spawn in. Like so:


You then need to right click each entry point you laid down and edit the variable, giving each one a number from 0 to 31.


For team 2, you lay down 31 entry points where you want them to spawn and name the first one '32' up till '63'. So the basic concept is :

Team 1: 0-31
Team 2: 32-63

Same problem, I don't find a way to allow arty class for a custom map.

Edit:

Quote
search for this item in the list: mm_spawn_with_cannon

var1 = spawn limitation;
             1= Spawn with cannons only
             2 = Spawn with rockets only
Title: Re: Napoleonic Wars: Mapping Support
Post by: BNS Marko on January 09, 2014, 11:41:10 am
How do I use ground color paint? EX: add blood on the ground, When I go into ground color paint it does not let me place anything. I have seen this done on several maps and would like to know how its done, Note that this is NOT ground texture paint I want to know about, Any help would be nice :)
Here's a tutorial (http://mbmodwiki.ollclan.eu/Scene) made by me that covers that(well in reference to the ground texturing), but basically the sliders on the bottom represent RGB (http://en.wikipedia.org/wiki/RGB_color_model) colours so just use the sliders to get your wanted colour, adjust the radius to 2-3 for small areas 10+ for larger and right click on the ground to paint the world.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on January 24, 2014, 02:03:28 am
Hello I need some help again.... I have been making a siege map that has a fort in the middle of a forest, The problem is the trees.....Every tree is mm_pine_copy. Half of the trees can be seen fully from any point of the map but others for some reason can only be seen as sticks from anywhere on the map and are only full trees up close, I'd like to know how I can fix this because its not going to look good with half a forest nice trees and the other half big wooden sticks.
Title: Re: Napoleonic Wars: Mapping Support
Post by: BigRedOne on January 25, 2014, 05:35:07 am
Hello I need some help again.... I have been making a siege map that has a fort in the middle of a forest, The problem is the trees.....Every tree is mm_pine_copy. Half of the trees can be seen fully from any point of the map but others for some reason can only be seen as sticks from anywhere on the map and are only full trees up close, I'd like to know how I can fix this because its not going to look good with half a forest nice trees and the other half big wooden sticks.

This is not really a bug it's for reduced lag on the map. To fix your problem find the trees you want in the "Scene props" list and not in the "Plants" list (Search: mm_tree_vegetation). Therefore trees will be visible evreywhere one the map. Don't forget to add the random scale and rotation option to obtain a realistic forest :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on January 29, 2014, 09:56:49 pm
I have found myself facing something countless times and its not just for the custom maps, When you go to edit a custom map and flatten everything out then change the ground texture from the normal to lets say snow, There is a lot of green/brow patch's left on the ground. If anyone can tell me how to fix this that would be great!
Title: Re: Napoleonic Wars: Mapping Support
Post by: BigRedOne on January 29, 2014, 10:06:24 pm
I have found myself facing something countless times and its not just for the custom maps, When you go to edit a custom map and flatten everything out then change the ground texture from the normal to lets say snow, There is a lot of green/brow patch's left on the ground. If anyone can tell me how to fix this that would be great!

Same problem for me no way to fix it  :-\
Title: Re: Napoleonic Wars: Mapping Support
Post by: 00th_Kcblue on February 03, 2014, 09:23:52 am
Hello

I have a question about adding custom maps into the server. For the past 2 weeks I've been looking around to find some way to add custom maps into my server. I co-host a linebattle on Fridays and I was wondering if there is anyway to add custom maps so then we can play on it. As of now I'm not sure how to put maps into the server and I'm also going to be using already made maps for the event. It would be appreciated if anyone can help me.


00t_Kcblue
Title: Re: Napoleonic Wars: Mapping Support
Post by: BNS Marko on February 03, 2014, 02:14:54 pm
Hello

I have a question about adding custom maps into the server. For the past 2 weeks I've been looking around to find some way to add custom maps into my server. I co-host a linebattle on Fridays and I was wondering if there is anyway to add custom maps so then we can play on it. As of now I'm not sure how to put maps into the server and I'm also going to be using already made maps for the event. It would be appreciated if anyone can help me.


00t_Kcblue
Are you paying for a server to be hosted? Or hosting it yourself?
In case you're not hosting it on your machine, but rather paying for it,
You need FTP access to the server. This can be done via FileZilla or any similar program, contact your hoster about the details on how to connect(IP, port, username, password etc.). When you are inside, you want to go to the /Modules>/NW then into the /SceneObj folder. If you want to replace one of the custom maps with your map, simply rename your(the one you made) map to scn_mp_custom_map_x(x being the map number you want to replace) and then upload it to the server, and replace the existing custom map. When you restart the server(on the game control panel) and pick the map on the administrator panel in-game, your custom map should appear.

If you're hosting on your own PC, just replace the custom map with your custom map inside the NW folder you're hosting out of.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on February 17, 2014, 04:52:54 am
This is somewhere but I have no idea where....So I'm taking the lazy way out :P Does anybody know the variables to make weather work? I mean all of them not just "Well just type random things and it will work". If you can provide me with any of the variables then that would be great!.....I hope its variables :P
Title: Re: Napoleonic Wars: Mapping Support
Post by: Stijntje462 on February 25, 2014, 12:27:16 pm
Hey guys

just trying to make some scenes but i stumbeld up to a problem. you now when you place down a prob you can change the direction whit the Y,Z,X etc. but how do i move it again like for one example to the other side of the scene?

Stein
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on February 26, 2014, 12:07:28 am
Hey guys

just trying to make some scenes but i stumbeld up to a problem. you now when you place down a prob you can change the direction whit the Y,Z,X etc. but how do i move it again like for one example to the other side of the scene?

Stein

I believe the key you are looking for is G, It can strafe objects in any direction by holding G and moving your mouse!
Title: Re: Napoleonic Wars: Mapping Support
Post by: Stijntje462 on February 26, 2014, 11:45:54 am
tnx man realy helpfull

 ;)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Stijntje462 on February 27, 2014, 07:54:41 pm
And onother question i tried to give my map to a frend but when he tried to load it on a server it didnt downloaded and the whole server crashed. maybe i gave him the wrong files. i gave him the terain code and the scene file. :-\ what shouold i do now...
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on February 27, 2014, 09:18:23 pm
I would like to know what the (mm_additional_conquest_points) does? And if so how does it work?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on February 28, 2014, 05:42:46 pm
And onother question i tried to give my map to a frend but when he tried to load it on a server it didnt downloaded and the whole server crashed. maybe i gave him the wrong files. i gave him the terain code and the scene file. :-\ what shouold i do now...
I believe you gave him the correct files and if he put them in the right spot it should work, did he put the scene file in the SceneObj folder and replace the existing terrain code with the new one?
Title: Re: Napoleonic Wars: Mapping Support
Post by: dooomninja on April 05, 2014, 12:05:12 pm
I have found myself facing something countless times and its not just for the custom maps, When you go to edit a custom map and flatten everything out then change the ground texture from the normal to lets say snow, There is a lot of green/brow patch's left on the ground. If anyone can tell me how to fix this that would be great!

Same problem for me no way to fix it  :-\

try restarting the map (from admin panel)

This is somewhere but I have no idea where....So I'm taking the lazy way out :P Does anybody know the variables to make weather work? I mean all of them not just "Well just type random things and it will work". If you can provide me with any of the variables then that would be great!.....I hope its variables :P

Standard is 0, that means "no rain". 100 means "it rains cats and dogs".
(fog is the reverse) (and remember to restart the map so the change loads)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Summin on April 06, 2014, 10:31:22 pm
How would I make a map where the spawns are in different locations for different gamemodes?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Kilidath on April 15, 2014, 07:52:36 pm
Hello, i am trying to add a custome map to my FTP server to add to rotation, I have the .sco file but when added to the server it comes up differently when is this? is there some coding i need to change ?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Noel on April 16, 2014, 10:54:14 pm
Hi i have a question is it able to create the mm-dummis on a map with less healt or only one hitpoint left?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Gokiller on April 17, 2014, 04:04:16 am
How would I make a map where the spawns are in different locations for different gamemodes?
Just copy paste the scenes details and make several versions of the same scene. I doubt it can be done on one scene without having to switch the scene on the server.

Hello, i am trying to add a custome map to my FTP server to add to rotation, I have the .sco file but when added to the server it comes up differently when is this? is there some coding i need to change ?
In what way is it different? Is the terrain different? In that case you'll have to change the terrain code as well.



Title: Re: Napoleonic Wars: Mapping Support
Post by: Zzehth on May 11, 2014, 11:31:05 pm
How do i add smoke or fire to a building?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Gokiller on May 11, 2014, 11:32:52 pm
Look for the props and place them.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on May 13, 2014, 02:41:38 am
How do i add smoke or fire to a building?

Battlefield or battle smoke and Fire_Big or Fire-Small....There is a wide range of Fire and smoke.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dom13WorstNW on May 17, 2014, 03:17:25 am
whenever I try to change the terrain I crash  :'(


Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on May 17, 2014, 05:54:41 am
whenever I try to change the terrain I crash  :'(

Technically note a question :P I don't know what the problem might be.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on May 19, 2014, 04:00:30 am
Ok....Before anyone makes further posts about weather, cannons and doors you may want to try this. Make sure you have edit mode enabled and then go to host game. When selecting game modes go to the game mode called 'Scene Editing" once you have done that and gotten your map start the game, then read the welcome message or the game rules.

A lot of people probably knew about this but this is incase you didn't.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Mav474 on June 17, 2014, 09:39:51 pm
Ok so im Mapping in North and south re doing the Alamo map and just tailoring it to a request is it possible to make walls indestructible if not whats something i can put there not to replace the wall but to stop the cannon ball?

Also what would cause ladders to break they can be raised but when raised cannont be lowered or walked on as if the game does not recognize them


Urgent response requested
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on June 17, 2014, 11:13:41 pm
Ok so im Mapping in North and south re doing the Alamo map and just tailoring it to a request is it possible to make walls indestructible if not whats something i can put there not to replace the wall but to stop the cannon ball?

Also what would cause ladders to break they can be raised but when raised cannont be lowered or walked on as if the game does not recognize them


Urgent response requested

You cannot make the walls indestructible so you will need to replace them, as for the ladders what gamemode do you run it in to test?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Wargy on June 18, 2014, 12:07:27 pm
Hi, I just changed the Ground Elevate + Ground Texture and when I Spawn, I don't see grass how can i get it pls ?
Title: Re: Napoleonic Wars: Mapping Support
Post by: TheAngrypineapple on June 18, 2014, 12:09:01 pm
Restart the map and the gras should be fixed i think
Title: Re: Napoleonic Wars: Mapping Support
Post by: Wargy on June 18, 2014, 12:12:49 pm
Restart the map and the gras should be fixed i think

I tried but no :/ I don't understand why.
Title: Re: Napoleonic Wars: Mapping Support
Post by: TheAngrypineapple on June 18, 2014, 12:14:02 pm
What kind of grass do you mean, if you mean the grass which is a little higher its just a prop
Title: Re: Napoleonic Wars: Mapping Support
Post by: Wargy on June 18, 2014, 12:16:53 pm
What kind of grass do you mean, if you mean the grass which is a little higher its just a prop

I mean this grass
Spoiler
(https://image.noelshack.com/fichiers/2014/25/1403086596-2014-06-18-00001.jpg)
[close]
Title: Re: Napoleonic Wars: Mapping Support
Post by: TheAngrypineapple on June 18, 2014, 12:18:28 pm
It could be a probleme with the kind of ground texture you used to paint, if you used the sand kinda thing your obviously not seeing any grass
Title: Re: Napoleonic Wars: Mapping Support
Post by: Wargy on June 18, 2014, 12:20:46 pm
It could be a probleme with the kind of ground texture you used to paint, if you used the sand kinda thing your obviously not seeing any grass

I used the turf ground texture paint.
Title: Re: Napoleonic Wars: Mapping Support
Post by: TheAngrypineapple on June 18, 2014, 12:38:01 pm
That could be the problem its a long time ago since the last time i was mapping so i dont know for sure, but you could try remove the paint and see if that is helping
Title: Re: Napoleonic Wars: Mapping Support
Post by: Wargy on June 18, 2014, 09:48:29 pm
Anyone can help me :( ?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on June 19, 2014, 03:02:56 am
Anyone can help me :( ?

Yea. You can't have both terrain texture and grass at same time. So painting a turf texture is one sure way to not have grass there.

To bring your grass back:
1) while in texture paint mode, use middle mouse button on terrain you textured to clear the texture (works like eraser brush)
2) save and reload map

If you must change terrain texture appearance it is best to use color paint, with brush sliders set to low values, so you can gently add color tints to areas.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Wargy on June 21, 2014, 06:35:54 pm
Ok, I found how to keep grass thx :)

And now anyone know how can I change the map proportions pls ?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on June 21, 2014, 09:59:42 pm
Iirc, with edit mode enabled, from single player camp menu, you can choose terrain editor option where you can setup a map in more details, such as terrain size.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Wargy on June 21, 2014, 11:06:26 pm
Nice thank you :D
Title: Re: Napoleonic Wars: Mapping Support
Post by: Rival on June 22, 2014, 01:51:32 pm
Editing weather? OO tried it but the thing turned green fog.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on June 22, 2014, 02:18:14 pm
What do you mean by weather? There are scene props you add for having rain, snow, thunder etc...
If you mean that slider for fog color you can change that color from same menu iirc.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Rival on June 22, 2014, 02:22:01 pm
There are props for the weather? I am used to map making but I've always left the weather alone incase of screwing it up :P
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on June 22, 2014, 02:40:33 pm
Yea look for mm_weather_ props such as mm_weather_rain, mm_weather_clouds, etc...
You cav enter the value into var1 which will represent the amount of rain, clouds etc...
Title: Re: Napoleonic Wars: Mapping Support
Post by: Rival on June 22, 2014, 02:47:29 pm
I'll try that. Cheers Grozni :3
Title: Re: Napoleonic Wars: Mapping Support
Post by: Weewum on June 24, 2014, 12:48:00 am
A bit of a problem with the height code, after renaming the file of the map, and pasting the code over the old one, the code comes out with a map completely different. (Map I used was relatively flat, with one cliff, map came out with a lot of tall hills with rounded tops, and a lot of blackened terrain.

Edit: Not a problem anymore, however, the ladders in siege cannot be walked on, as you fall through.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Jatasgo on June 24, 2014, 03:02:58 am
Could someone explain the process of how to get my map/scene onto my Napoleonic Wars server? I used custom_map_17.
I tried the way this (http://forums.taleworlds.com/index.php/topic,228008.0.html (http://forums.taleworlds.com/index.php/topic,228008.0.html)) said but it didn't work it just used the same map. Please help. Thanks!
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on June 24, 2014, 03:14:34 am
There is no way to change the map to a custom one that I know of, make sure you replace your server files with the new map ones by uploading it to the ScnObj folder in your server files. The server must start out on the map or have it set in rotation for it to change to the map.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Jatasgo on June 24, 2014, 04:01:31 am
There is no way to change the map to a custom one that I know of, make sure you replace your server files with the new map ones by uploading it to the ScnObj folder in your server files. The server must start out on the map or have it set in rotation for it to change to the map.

Aha! Of course I wasn't changing anything in the folder. Grazie!
Title: Re: Napoleonic Wars: Mapping Support
Post by: PortaWestfalica on June 29, 2014, 10:34:30 am
How do i successfully make a trench map?

Hello, basically my problem is that I cant make trenches look good. In the Iron Europe maps they look great and almost easily made.
But when I try it it looks crap and the prop is always a bit in the air.
Im always lowering the ground below the trench but yeah, it doesnt work.

Is there something like a special trick how to make trenches easily?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on June 29, 2014, 11:01:33 am
Play with terrain brush sliders until you have a brush that's small yet deep enough. Just make sure there are no steep parts of terrain around trench or players will get stuck climbing it.
One trick that comes to my mind you could use is SCALE UP the trench a little bit so it covers whole pit.
Title: Re: Napoleonic Wars: Mapping Support
Post by: PortaWestfalica on June 29, 2014, 11:10:31 am
Nah that doesnt work either.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on June 29, 2014, 11:36:35 am
Ah now I remember, the edges of trenches are not bending downwards very much so they are floating above terrain, yes. I "solved" this by piling other objects around edges, maybe someone has a better idea.
Title: Re: Napoleonic Wars: Mapping Support
Post by: PortaWestfalica on June 29, 2014, 11:52:10 am
Ahh now I know what they always use so that it looks good.
They use a fakeground.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Rival on June 29, 2014, 12:16:40 pm
Leave it to Grozni for mapping help :3
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on August 04, 2014, 12:49:31 pm
I have a question about the landscape outside the map edges. Lets say I want a very flat map and when I look out to the horizon all I would see is this flat landscape outside the map borders.

Is it possible to modify the landscape outside the map edges and if so how?

Take a look at scenes.txt file. Outside landscape is set at bottom line of each map's entry, they look something like this  " outer_terrain_plain"
You can try some stuff until you find one flat enough for you.
 outer_terrain_steppe
 outer_terrain_desert
 outer_terrain_beach
etc...
Title: Re: Napoleonic Wars: Mapping Support
Post by: WĂĽstenfuchs on September 19, 2014, 11:39:59 pm
Hello,
ive got the problem that i uploaded a map which i customised on my m&b server and now the objects i placed are out of the map or random placed and the map is full of hills which i didnt placed. Do anyone know the problem or how to fix it?

Greetings
WĂĽstenfuchs
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on September 20, 2014, 12:23:54 am
You probably did not also replace the current scenes.txt with the new one. The scenes.txt contains the terrain code and if there is hills were you did not place them this is why. Either copy your whole scenes.txt or find the terrain code for your edited map.
Title: Re: Napoleonic Wars: Mapping Support
Post by: PolarBeats on October 21, 2014, 03:03:40 am
Not sure if this has been asked or answered but I will give it a crack.

I am good at doing battle maps and etc., but I have recently tried to make a siege map and its coming along very well. I have one problem:

I deleted the map of its contents made it flat blah blah blah, built the fort and its surroundings and all I have left was the old map's capture flag. I first tried moving it where I built the fort and saved it. I restarted the map to continue work and it was back where it was. I tried this method a few more times and all the same. I tried to delete it and place my own and when I saved and came back the flag was still there but it had moved tried it again and the same result. The props are called spr_headquarters_pole_code_only and spr_headquarters_flag_swadian. I need help on either replacing this issue or at least fixing where I can get it to stay in one position after a save.

Thanks, Polar.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on October 21, 2014, 03:08:00 am
Not sure if this has been asked or answered but I will give it a crack.

I am good at doing battle maps and etc., but I have recently tried to make a siege map and its coming along very well. I have one problem:

I deleted the map of its contents made it flat blah blah blah, built the fort and its surroundings and all I have left was the old map's capture flag. I first tried moving it where I built the fort and saved it. I restarted the map to continue work and it was back where it was. I tried this method a few more times and all the same. I tried to delete it and place my own and when I saved and came back the flag was still there but it had moved tried it again and the same result. The props are called spr_headquarters_pole_code_only and spr_headquarters_flag_swadian. I need help on either replacing this issue or at least fixing where I can get it to stay in one position after a save.

Thanks, Polar.
Place an entry point and in its variable slot put 66, if not rename the entry point to 66, this will spawn your flag.
Title: Re: Napoleonic Wars: Mapping Support
Post by: MaxLam on October 21, 2014, 11:16:10 am
When you want to make a map, there is 2 possible edition mods: the "edit mode" and what I would call the "usable" mode. When you start your map, you will have to choose between all the classic mods (capture the flag, siege, commander battle...), that's what I call the "usable" mode. You will use this mode to test your map. But there is also a last option called "edit mode", made specifically for editing your map.

The "edit mode" is made for editing, while the "usable" is made for testing. Why? Because all interactive props that you see in "usable" mode are NOT those that you set in edition mode. Basically, if you set a cannon in edit mode, when you go in usable mode you will see that your actual cannon (a bit bigger) is placed at -30000 under the ground, and was replaced by a usable cannon with different parts. That's the same for the flag. The entry point 66 is replaced by a banner pole (spr_headquarters_pole_code_only) and a flag (spr_headquarters_flag_swadian). Moving those objects is pretty pointless as they are not integrated in your map but generated at game start.

So your problem there is that, instead of using the "edit mode" you used the "usable mode". Now just go in "edit mode", find entry point 66 or create one (it corresponds to your flag) as Conway said.

By the way, for a siege map, don't forget that at the beginning of the round, all players will spawn at entry point 0 (defender) or entry point 32 (attacker). Therefore place those entry points in an open space with enough room for everyone.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on October 21, 2014, 11:23:45 am
When you want to make a map, there is 2 possible edition mods: the "edit mod" and what I would call the "usable" mod. When you start your map, you will have to choose between all the classic mods (capture the flag, siege, commander battle...), that's what I call the "usable" mod. You will use this mod to test your map. But there is also a last option called "edit mode", made specifically for editing your map.

The "edit mode" is made for editing, while the "usable" is made for testing. Why? Because all interactive props that you see in "usable" mod are NOT those that you set in edition mode. Basically, if you set a cannon in edit mode, when you go in usable mode you will see that your actual cannon (a bit bigger) is placed at -30000 under the ground, and was replaced by a usable cannon with different parts. That's the same for the flag. The entry point 66 is replaced by a banner pole (spr_headquarters_pole_code_only) and a flag (spr_headquarters_flag_swadian). Moving those objects is pretty pointless as they are not integrated in your map but generated at game start.

So your problem there is that, instead of using the "edit mode" you used the "usable mode". Now just go in "edit mode", find entry point 66 or create one (it corresponds to your flag) as Conway said.

By the way, for a siege map, don't forget that at the beginning of the round, all players will spawn at entry point 0 (defender) or entry point 32 (attacker). Therefore place those entry points in an open space with enough room for everyone.
Bravo, all the confusion explained right here. If you're editing any sort of map, always use the edit mode. :P
Title: Re: Napoleonic Wars: Mapping Support
Post by: PolarBeats on October 22, 2014, 04:27:24 am
Thanks helped a bit, I knew some of what MaxLam said. I didn't however know that the flag had its own entry point like Conner said, and do believe that is my problem.

Again thanks guys
Title: Re: Napoleonic Wars: Mapping Support
Post by: Incognitoandahalf on October 26, 2014, 10:36:51 pm
Been trying to make a spooky/scary map for a Halloween battle and need some help here. So far I can get the weather to be really dark but I cant add fog as well to the equation. Could someone help me out with the fog?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on October 26, 2014, 10:39:15 pm
Been trying to make a spooky/scary map for a Halloween battle and need some help here. So far I can get the weather to be really dark but I cant add fog as well to the equation. Could someone help me out with the fog?
Place down the mm_weather_fog prop and then edit the variable 1. It goes from 1-100, 1 where its almost impossible to see and 100 with no fog at all!
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on October 30, 2014, 11:27:53 am
ok Question about lighting how on earth do they work :/ basically i've spent hours talking to many mappers and devs yet I have found no true solution.
What i did (every time i restarted my game)
Spoiler
using a torch_night and light_night
(https://i.imgur.com/4Bss3hr.jpg)
(https://i.imgur.com/85E8Wan.jpg)
[close]
Spoiler
using a normal torch and light_night
(https://i.imgur.com/5LptDHF.jpg)
(https://i.imgur.com/EuK7mGP.jpg)
[close]
Spoiler
using a normal torch and light_sun
(https://i.imgur.com/36WPAvG.jpg)
[close]
Spoiler
using a normal torch and light
(https://i.imgur.com/36WPAvG.jpg)
[close]
Graphics are turned up to full including particle systems and less than 10 light props at any one time
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on October 30, 2014, 01:01:18 pm
Ok I tried it in native just to test it and it works fine and simply transferring the map across doesn't work, so I made the map work fine in native but as soon as i have to transfer it to nw the lights halt working :/

Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on October 30, 2014, 01:06:59 pm
Ok I tried it in native just to test it and it works fine and simply transferring the map across doesn't work, so I made the map work fine in native but as soon as i have to transfer it to nw the lights halt working :/

Think I read a statement once by someone from FSE which says they gave up on dynamic lighting for NW as it's not implemented well in M&B.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on October 30, 2014, 04:42:02 pm
Ok I tried it in native just to test it and it works fine and simply transferring the map across doesn't work, so I made the map work fine in native but as soon as i have to transfer it to nw the lights halt working :/

Think I read a statement once by someone from FSE which says they gave up on dynamic lighting for NW as it's not implemented well in M&B.
Yeah i realized this :p I used glow_a and glow_b instead thanks though :D
Title: Re: Napoleonic Wars: Mapping Support
Post by: OttoFIN on November 01, 2014, 01:32:15 pm
How do I make custom maps bigger?
Title: Re: Napoleonic Wars: Mapping Support
Post by: dooomninja on November 01, 2014, 06:35:26 pm
use the Terrain Code Generator on page one takes some trial and error to get to the right size
Title: Re: Napoleonic Wars: Mapping Support
Post by: Puffin~McMuffin on December 08, 2014, 06:53:04 pm
Hello, I am having a bit of an issue when it comes to saving my map. When I click save in-game then re-host, it saves, but if I close out of the window and then re-host, it doesn't save. I can't send my map to anyone cause it never saves under the .sco file. I looked at the date last modified on siege_of_toulon and it says 2013, when I last edited it on december 6th, 2014. I think I may have found part of the problem but still do not know where to start, if anyone here could help me, I'd be eternally grateful.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Ambiguous on December 13, 2014, 12:22:57 pm
I have a bit of a problem with entry points on a Battle map I am trying to make. So I did it how it was supposed to be in the tutorial. On one side spawn points 1-31, and on the other spawn points 32-63. But for some reason only the 32-63 ones spawn correctly. The rest swpawn outside of the area where I want them to spwan. Any help please?
*Modified* now they spawn inside the area where I want , but they all spawn on the same side. How do i fix it ?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on December 13, 2014, 12:38:55 pm
I have a bit of a problem with entry points on a Battle map I am trying to make. So I did it how it was supposed to be in the tutorial. On one side spawn points 1-31, and on the other spawn points 32-63. But for some reason only the 32-63 ones spawn correctly. The rest swpawn outside of the area where I want them to spwan. Any help please?
*Modified* now they spawn inside the area where I want , but they all spawn on the same side. How do i fix it ?

You need to add entry point 0 (zero) on team 1.

So entry points are 0 to 31 for team1 and 32 to 63 for team2 (the idea is there should be 64 entry points but the count starts from zero, hence the ending number is 63 and not 64)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Ambiguous on December 13, 2014, 12:41:20 pm
I have a bit of a problem with entry points on a Battle map I am trying to make. So I did it how it was supposed to be in the tutorial. On one side spawn points 1-31, and on the other spawn points 32-63. But for some reason only the 32-63 ones spawn correctly. The rest swpawn outside of the area where I want them to spwan. Any help please?
*Modified* now they spawn inside the area where I want , but they all spawn on the same side. How do i fix it ?
Fixed I just had to restart the map :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on December 13, 2014, 02:28:08 pm
I have a bit of a problem with entry points on a Battle map I am trying to make. So I did it how it was supposed to be in the tutorial. On one side spawn points 1-31, and on the other spawn points 32-63. But for some reason only the 32-63 ones spawn correctly. The rest swpawn outside of the area where I want them to spwan. Any help please?
*Modified* now they spawn inside the area where I want , but they all spawn on the same side. How do i fix it ?
Fixed I just had to restart the map :)

I still think you need to have entry point 0 for team1 spawns to work properly.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Ambiguous on December 13, 2014, 03:13:25 pm
I have a bit of a problem with entry points on a Battle map I am trying to make. So I did it how it was supposed to be in the tutorial. On one side spawn points 1-31, and on the other spawn points 32-63. But for some reason only the 32-63 ones spawn correctly. The rest swpawn outside of the area where I want them to spwan. Any help please?
*Modified* now they spawn inside the area where I want , but they all spawn on the same side. How do i fix it ?
Fixed I just had to restart the map :)

I still think you need to have entry point 0 for team1 spawns to work properly.
Did that too :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zzehth on December 25, 2014, 07:00:21 pm
So I mapping for a multi-reg event.

And I wish to set the map at night, and maybe rain.

But I don't know how to do that, is it in the terrain code? or some object.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on December 25, 2014, 07:03:58 pm
mm_weather is what you would be looking for, if you start the map in scene editing mode you will be able to see all of the variables in the rules section that indicate how heavy the effects are.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dom13WorstNW on December 25, 2014, 07:05:02 pm
So I mapping for a multi-reg event.

And I wish to set the map at night, and maybe rain.

But I don't know how to do that, is it in the terrain code? or some object.


Spoiler
-
Quote
Only edit scenes in the "scene edit" gamemode, or you will screw up your map (cannons, walls, windows etc etc)
- Testing of map settings and what not should be in any other gamemode. ( But dont save your map in this gamemode then! )
- Never place bushes as scene props! use the "flora" plant types. This saves performance.
- Place trees as scene prop; In the future we will have destructible trees which will need them placed as scene props.
- To place walls more easily;
To make objects have the same direction; first rotate one, then store its direction (press leftShift+R),
Then select other objects and load stored direction(press R).
- Don't use the scene edit mode while testing the map, it ****s up the lightning effects and whatnot.
- Don't invert destructible objects


-------------------------------------------------------------


Prop settings
# Weather scene props
mm_weather_time       # var1 = time of day 0-23; Default = 15 (hours)
mm_weather_rain        # var1 = rain type; 1 = rain 2 = snow, var2 = rain amount 0-25
mm_weather_clouds   # var1 = cloud amount 0-100; Default = 30
mm_weather_fog         # var1 = fog distance in meters * 10 where fog completely blocks visibility. 1-127; 0 = default (no fog)
mm_weather_thunder      # var1 = thunder type: 0 = none 1 = thunder only 2 = thunder & lighting,
                                     # var2 = thunder frequency 0-100 ; the higher value the more thunder
mm_weather_wind       # var1 = flora_wind_strength in % 0-100; Default = 14
                                     # var2 = water_wind_strength in % 0-100; Default = 14



# Door settings;
Var1 = Team ownership and Open/close rotation reversed;  IMPORTANT; This is a special case.
You can enter two numbers, the first number will be the Open/close reversed., second will be team ownership.
examples:
10  = (reversed rotation, any team can open)
11  = (reversed rotation, owned by team 1)
12  = (reversed rotation, owned by team 2)
1  = (no reversed rotation, owned by team 1)
2  = (no reversed rotation, owned by team 2)
0  = (no reversed rotation, any team can open)

var2 = linkage with wall;  choose a identity between 1 and 127, any walls with that same identity will delete this door when reaching critical prop destruction.


# Wall settings
var1 = window spawn setting;
             1= Rich type glass
             2 = Broken normal type glass
             3 = Broken rich type glass
             4 = Don't spawn any window,
             All else normal glass type is spawned.
var2 = linkage with cannon;  choose a identity between 1 and 127, any cannons with that same identity will be deleted when reaching critical prop destruction.


# cannon settings.
var1 = rotation limit 1-127 degrees in each direction. 45 means it can rotate 45 degrees in each direction.
var2 = linkage with wall;  choose a identity between 1 and 127, any walls with that same identity will delete this cannon when reaching critical prop destruction.

spr_mm_spawn_with_cannon # If added to the map artillery sergeants spawn with the cannon. and rocketeer troops spawn with rocket placement. unless var 1 is set;
var1 = spawn limitation;
             1= Spawn with cannons only
             2 = Spawn with rockets only


spr_mm_spawn_restrictions # If added to the map and set the Var1 correctly you can restrict the players to only spawn as either infantry to Cavalry.
var1 = spawn restriction;
   1 = Infantry only
   2 = cav only.
   

spr_mm_ship # controllable boat
var1 = Enabling boat to be controllable
   1 = Enable controlling
   


mm_disable_explosives  #  If this prop is in the map, the sappers cannot place explosives.



-------------------------------------------------------------
Siege Setup:

Defender Flag = Entry point 66

-------------------------------------------------------------

Conquest Setup:

Make sure to place the correct entry points in the correct game mode.


Entery Points - Place the entry points near the flag you would like the team to spawn.
Entry point 64 = Team 1 flag
Entry point 65 = Team 2 flag

Scene Prop - Flag scene props for either team to cap.
headquarters_flag_red"    - Team 1 Flag
headquarters_flag_blue"   - Team 2 Flag
headquarters_flag_gray"   - Neutral Flag


-------------------------------------------------------------

All Outer Terrains:

outer_terrain_plain
outer_terrain_steppe
outer_terrain_snow
outer_terrain_desert
outer_terrain_beach
outer_terrain_desert_b
outer_terrain_town_thir_1
outer_terrain_plain_1
sea_outer_terrain_1
outer_terrain_castle_9

-------------------------------------------------------------

Scene Codes:

0x0000000330004563000d23480000074800005c49000021c5 -biggest map size possible. flat plains, without plants,without river.

0x000000033999062e800d234800004cca80004479000003da -biggest map size, flat plains, with plants, random. river.

0x000000034c59062e800d23480000067f80004cb1000003da -biggest map size, flat snow, with plants(forest), random. river.

0x0000000346d9062e400d234800006bc080004cb1000003da -biggest map size, flat snow, with plants

0x000000034c79062e400d234800006bc080004cb1000003da -biggest map size, flat snow, with plants(forest)
0x00000003cc79062e000d234800006bc000004cb1000003da



0x000000033c79062e400d234800006bc080004cb1000003da -biggest map size, flat plains, with plants(forest)

0x000000033c79062ec00d234800006bc080004cb1000003da -biggest map size, flat plains, with plants(forest), river

0x000000035c79062e000d234800006bc000004cb1000003da -biggest map size possible, desert, without plants,without river.

0x000000032c79062e000d234800006bc000004cb1000003da -biggest map size, flat steppe, with plants(forest)


0x000000032739062e800d234800006bc000004cb1000003da -biggest map size, flat steppe, with plants, river, random

0x0000000020000500000d2348000009e40000452d000004b2 -steppe biggest
[close]
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zzehth on December 25, 2014, 09:49:53 pm
Problem solved! thanks very much both of you.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Michael Fish on January 02, 2015, 12:01:48 am
So i've been putting together a large map, it's about twice/thrice the size of a normal map(in actual terrain size, not kb). I keep finishing it, but every time it's done, and i save it and close NW, it's gone, as in i boot it up again and it's reverted back to original? this is really infuriating, does anyone have any idea what i'm doing wrong
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on January 02, 2015, 12:50:10 am
Issue comes with the scene, don't know much more tbh. I've had it before, changing the scene helped but I lost my maps
Title: Re: Napoleonic Wars: Mapping Support
Post by: Gurkha on January 02, 2015, 01:17:51 am
How do you reduce a file size of a map? Do large filesizes effect the server's performance in anyway?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Olafson on January 02, 2015, 05:34:37 am
Download of large (filesize) maps does not increase server performance at all.
Just keep in mind that large maps mean longer downloading times for players.

And obviously, maps with a million movable/destructible sceneprops will cause server performance problems.
So try to keep movable/desturctible sceneprops at a minimum. Although... It is hard to decrease performance with walls.
Cannons and boats however, lagg it out quite quickly.


Filesize of the map depends on the information that it stores. The more objects you are placing, the more information needs to be send.
Terrain will always be the same. So it doesnt matter if you add alot of terrain textures, or hills to the map. 
Title: Re: Napoleonic Wars: Mapping Support
Post by: Olafson on January 02, 2015, 05:35:34 am
So i've been putting together a large map, it's about twice/thrice the size of a normal map(in actual terrain size, not kb). I keep finishing it, but every time it's done, and i save it and close NW, it's gone, as in i boot it up again and it's reverted back to original? this is really infuriating, does anyone have any idea what i'm doing wrong

Check if the map that you are editing is using a random map scenecode.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Michael Fish on January 02, 2015, 06:12:23 am
So i've been putting together a large map, it's about twice/thrice the size of a normal map(in actual terrain size, not kb). I keep finishing it, but every time it's done, and i save it and close NW, it's gone, as in i boot it up again and it's reverted back to original? this is really infuriating, does anyone have any idea what i'm doing wrong

Check if the map that you are editing is using a random map scenecode.
It was much more simple than that, turned out i wasn't running the game in admin mode, so it couldn't edit/replace the files in it's directory
Title: Re: Napoleonic Wars: Mapping Support
Post by: Gurkha on January 11, 2015, 05:20:12 pm
Hey, I'm having a mapping problems at the moment.

1. Gatehouses that don't close.

I've added the portcullises and winches, they work fine in scene editing however whenever I put them into a public server they don't seem to work as once opened they fail to close.

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2F71d172e023b30b65170e05a10a33cd10.png&hash=f9e74737dbd6b12b5601b6fdbeab0710549fe521)
[close]
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on January 11, 2015, 07:10:41 pm
I believe it's because your portcullis resets up there. Try removing the prop and replacing it. (Winch and portcullis that is). Also make sure that you don't have too many portcullis near each other. You can also try giving them vars, although that shouldn't be necessary with NW.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Profi on January 13, 2015, 12:42:04 am
Good evening,

I have a question about the lighting of a map, the items " Light light_sun ect ... " do not make artificial light have as can be seen in the other mod ( exmple : native or other) .

I like to know if there was a particular manipulation or do something else, because for the scenes in the interior , lack of light ... : / or just disable ? (Which will be a shame ) .

Thank you , Profy.
Title: Re: Napoleonic Wars: Mapping Support
Post by: hardcorefreestyleboy on February 01, 2015, 08:33:21 am
Please answer the above someone
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on February 01, 2015, 12:53:25 pm
In NW they're disabled
Title: Re: Napoleonic Wars: Mapping Support
Post by: Profi on February 07, 2015, 05:10:59 pm
Thank you for answer , even if it 's late  ;)

I  can know why ?  :o
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on February 07, 2015, 05:34:23 pm
No idea, I really liked it
Title: Re: Napoleonic Wars: Mapping Support
Post by: Moi~ on February 17, 2015, 04:35:02 pm
Having issue with terrain code
I've been using a specified terrain code to met the size requirements of my map, but each time i modify the terrain, changes do not save. I can edit the terrain but next time i open the map all changes are reverted (only happens with terrain coded maps)
Any ideas why this happens?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dekkers on February 17, 2015, 04:37:30 pm
The terrain codes are a true struggle...

I prefer to take terrain codes that already exist and then I just work on them. Just take any map you like the size off, look for the terrain code and apply copy paste.

I hope that helps
Title: Re: Napoleonic Wars: Mapping Support
Post by: KL4R1N0G4MPR0S on February 18, 2015, 05:17:53 pm
Hi there, I would like to ask a couple of questions...

Q1: Is there any way to re-name conquest capture points? (Say from "Maker's Village" to "Hillside Fort")

I usually play around with existing ones as I don't like creating new ones, but I would rather like to customise their names at least :)

Q2: Is it possible to load a map that was not originally meant for Commander Battle mode as such? Does it need any specific props in order to be recognised as a Commander Battle map?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on February 18, 2015, 10:25:50 pm
Hi there, I would like to ask a couple of questions...

Q1: Is there any way to re-name conquest capture points? (Say from "Maker's Village" to "Hillside Fort")

I usually play around with existing ones as I don't like creating new ones, but I would rather like to customise their names at least :)

Q2: Is it possible to load a map that was not originally meant for Commander Battle mode as such? Does it need any specific props in order to be recognised as a Commander Battle map?
Q1: No that would involve scripts or something like that I belive and it would not be universal.

Q2: Yes for example re-name your map to river crossing and it will be that map. There is no prop from what I know.
Title: Re: Napoleonic Wars: Mapping Support
Post by: KL4R1N0G4MPR0S on February 18, 2015, 10:43:24 pm
Q1: No that would involve scripts or something like that I belive and it would not be universal.

Q2: Yes for example re-name your map to river crossing and it will be that map. There is no prop from what I know.

thanks Conway, to be honest I didnt think of the renaming solution :P

The prop thing I was asking about was residue from my short experience with Creative Mode in The Sims 4 (*facepalm*), where, in order to get a lot to appear in a specific category (say, residential), you have to have certain items inside it first. I couldn't think of any other reason, other than the sad truth that certain maps can only be played in certain modes :(
Title: Re: Napoleonic Wars: Mapping Support
Post by: usnavy30 on February 18, 2015, 10:44:46 pm
Hi there, I would like to ask a couple of questions...

Q1: Is there any way to re-name conquest capture points? (Say from "Maker's Village" to "Hillside Fort")

Q1: No that would involve scripts or something like that I belive and it would not be universal.

Involves the module_strings.txt editing (not sure if server compatible)

Example:
Code
str_mp_russian_village_flag_1 Logger's_Village

OR

involves the module system with module_strings.py (for mods)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on February 18, 2015, 10:58:13 pm
I was going to say Strings but I was not sure :P I managed to screw up the flag points for one of my maps so I thought it may have been when I played with scripts :P Strange because I've done a bit of string work and never noticed them :P
Title: Re: Napoleonic Wars: Mapping Support
Post by: Ted on April 01, 2015, 05:16:06 pm
So, I've got a problem with tunnels and trenches.  :P I'm working on a WW1 map but I can't figure out how to use tunnel- and trench-objects properly. I don't know how to make an entrance, for example.  :-[ I'ld be very please if you could explain the way tunnels work to me  :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: hardcorefreestyleboy on April 04, 2015, 11:14:52 am
Its done with terrain elevation. Elevate the ground where you want the tunnel to be and fix the above with fake ground such as earth digs.
Title: Re: Napoleonic Wars: Mapping Support
Post by: BigRedOne on April 15, 2015, 01:17:21 pm
Hi I'm actually on a guide in order to learn mapping.
I would like to know if you know how to move up around the vertical axis. I know the C key to go down but I tried every keys no one matches to go at the top.
If you tell me that I have to do a left clic and look arround ect... I already know that but I have to show each mouvments possibilities.
Title: Re: Napoleonic Wars: Mapping Support
Post by: hardcorefreestyleboy on April 15, 2015, 01:29:02 pm
XYZ and B are your keys
Title: Re: Napoleonic Wars: Mapping Support
Post by: BigRedOne on April 15, 2015, 05:06:29 pm
XYZ and B are your keys
I'm not looking for items positioning but the the point of view. For example by using your directional keys you can go forward, backward on the right and on the left and by pressing the C key you go down, but I don't find the key to go up.
Title: Re: Napoleonic Wars: Mapping Support
Post by: KL4R1N0G4MPR0S on April 15, 2015, 05:22:09 pm
XYZ and B are your keys
I'm not looking for items positioning but the the point of view. For example by using your directional keys you can go forward, backward on the right and on the left and by pressing the C key you go down, but I don't find the key to go up.
E
Title: Re: Napoleonic Wars: Mapping Support
Post by: BigRedOne on April 15, 2015, 06:38:36 pm
You rock bro!
Title: Re: Napoleonic Wars: Mapping Support
Post by: BigRedOne on April 17, 2015, 04:04:25 pm
Hi, I do not understand why did they implement the "Passage" item. There already is a prop which blocks players, it's called barrier. Is there something I don't know?

editQ2: Why does the Edit Weather tool never work after restarting the map?

editQ3: Why can we add a color code for object?
Title: Re: Napoleonic Wars: Mapping Support
Post by: KL4R1N0G4MPR0S on April 17, 2015, 05:05:08 pm
Hi, I do not understand why did they implement the "Passage" item. There already is a prop which blocks players, it's called barrier. Is there something I don't know?

editQ2: Why does the Edit Weather tool never work after restarting the map?

editQ3: Why can we add a color code for object?
Another set of constructive answers from the KL4R.

1)Passage is for SP
2)Idk
3)Dont bother with it - just set time of day, add cloud props, rain, wind wtv as props :) Much quicker
Title: Re: Napoleonic Wars: Mapping Support
Post by: BigRedOne on April 17, 2015, 05:48:21 pm
thanks, it'll help me a lot for my tutorial cause I was stuck and wasn't able to record some part due to this lack of information ;)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Nekro on May 19, 2015, 02:26:40 am
Hey Guys, I'm sorry, but i won't read all 15 pages now, maybe my question was already here.

How is it possible to use the "passages"? I don't want them for SP, i know how that works. I want 'em on one Map as "teleportation".
I remember them on a "PW-Event" Map, where the Spawn was like 500m high, and you used a passage to get down, after choosing a first class.

So, has anyone an idea, or is ir realy just not possible (at least for non-modders)?

Greets Nekro
Title: Re: Napoleonic Wars: Mapping Support
Post by: KL4R1N0G4MPR0S on May 19, 2015, 02:47:24 am
MaxLam should be able to help, considering the fact that his maps on Minisiege have functioning tp doors. Not sure if that involves a server-side script, however :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: hardcorefreestyleboy on May 19, 2015, 10:55:51 am
Edit: ayyy garbage
Title: Re: Napoleonic Wars: Mapping Support
Post by: Demew on May 23, 2015, 06:45:30 pm
I have this strange problem, where I can't pick artillerist class.
I have turned of class-limits and I can pick everything but artillerist it's just grayed out.

Anyone know a fix for this problem?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Ă–verste Karolinen on June 18, 2015, 02:06:42 pm
Hey guys, does anyone know the entry points for Commander Battle? Would be really good to know, as I have searched for it a while on the forums and still I have not found anything about the entry points. Cheers.
Title: Re: Napoleonic Wars: Mapping Support
Post by: KL4R1N0G4MPR0S on June 19, 2015, 02:24:09 am
same  as battle I think m80  8)

(team 1= EP 0
team 2 = EP 32)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Ă–verste Karolinen on June 29, 2015, 01:22:40 am
Thanks :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Tmix on July 04, 2015, 02:38:34 am
I can't for the life of me remember the keybind that is an EZ object copier. it's like a slider. anyone know?

thanks
Title: Re: Napoleonic Wars: Mapping Support
Post by: MaxLam on July 04, 2015, 04:11:10 am
shift + R (copy) / R (paste)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Tmix on July 04, 2015, 04:24:11 am
shift + R (copy) / R (paste)

thanks but I meant the duplicator, not the orientation copier
Title: Re: Napoleonic Wars: Mapping Support
Post by: KL4R1N0G4MPR0S on July 04, 2015, 02:24:35 pm
I didn't even know you could duplicate stuff lel
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on July 04, 2015, 03:02:08 pm
You can't. In warband mapping each single object is added by hand.
Title: Re: Napoleonic Wars: Mapping Support
Post by: MaxLam on July 04, 2015, 03:06:40 pm
Yes, not possible. The best way to copy is to put the prop, copy/paste height data and then copy/paste orientation with shift+r.

That's what I used to make the barbed wire on this map for example:


(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.imageupload.co.uk%2Fimages%2F2015%2F02%2F13%2F2015-02-13_00009.jpg&hash=58452babf53a599d56e339a79f8c71514c8c79ea)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Ted on August 24, 2015, 09:36:22 am
Hey, does anyone know how to increase the hitpoints of a gate?  :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: KL4R1N0G4MPR0S on August 24, 2015, 11:30:47 am
Don't think it's possible :( But I'm not 100% sure about it
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on August 24, 2015, 11:53:48 am
Hey, does anyone know how to increase the hitpoints of a gate?  :)

From what I remember, can't. Certain type of doors have more hitpoints than others, can't remember exact name but these have visible steel reinforcements.

It is possible with server side modding though.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Proton on September 12, 2015, 03:55:41 pm
I have no idea where to post this, but I might as well here.
Im not sure if any of you could help me but ive come across a mystery in NW, when i tried renaming the scenes then changing the scene code!


I'm at the moment making a "very" important map (you'll see soon enough), and the game mode must be conquest, but the map i started working on was spanish mountain pass, so I delted Arabian Harbour, chnaged the scene code then renamed spanish mountain.. to arabian....

Here's where things went a bit tricky. I started the game, all Fine and peacefull, it loaded perfectly.
Now im onto the main menu, i click multiplayer, it say's loading setting data, then crashes with a RGL Error (This
Spoiler
(https://i.imgur.com/1BJ32gy.png)
[close]

Which im guessing has something to do with the scene code. I had a look at the scene code if anything was misstyped etc, but nothing it , to me, looked fine.

Spoiler
(https://i.imgur.com/DXu3toU.png)
[close]

if anyone knows a way around this it would be helpfull,

Many thanks , Proton
Title: Re: Napoleonic Wars: Mapping Support
Post by: HWMHall on September 13, 2015, 09:29:38 pm
Proton,
Your scene code should work as there is no error in it....that being said I recently had this experience and I thought it was the code I had just added low and behold I had Accidentally deleted part of a name from another scene and I pulled my hair out scanning over the scenes.txt trying to find what was wrong. I eventually found it and fixed it.

    I have a couple of suggestions to help you out:
                 1) go over your scenes.txt slowly and look at all the map codes to make sure you did not make the same mistake I did.
                 2) Make a Map making Module to prevent total corruption of NW. Simply Copy your NW and Paste it to the modules folder and you should come up with a folder called: Napoleonic Wars - Copy After it is done copying to the folder rename it to NWscenemaker and select this module name when launching warband.  This will give you the freedom to edit existing maps, overwriting them with new ones or testing out ideas safely without harming the original module.

I wish you luck in finding the problem and If you can't find it in the scenes.txt then post the whole .txt in a spoiler here and I will look it over, as sometimes 2 pair of eyes is better than one.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Hotjoe on October 20, 2015, 09:52:56 pm
Nooo the terrain generator link is no longer working D:
Title: Re: Napoleonic Wars: Mapping Support
Post by: Gaines2000 on November 07, 2015, 03:45:14 pm
A guy in our regiment made a BEAUTIFUL training map using Wallonian Farm as a template. There's one problem. All of the cavalry classes are locked on the map by default and we're a cavalry reg. Does anyone know how to fix this? (Sorry if this is a noob question.)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Nekro on November 07, 2015, 04:27:03 pm
There must be a scene prop called mm_spawn_restrictions. Just delet it or set variations to 0.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Gaines2000 on November 07, 2015, 06:20:36 pm
Thanks! You're a map saver bro.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Ă–verste Karolinen on November 08, 2015, 02:03:07 pm
Hello, a friend of mine is working on a Siege Map. The problem is that he is editing the map "scp_mm_fort_refleax_night
" and when he removes all the stuff on the map and start the map again it all changes so it is day, and not night. He got no idea what causes this, and I do not know either. If there is anyone who knows how to fix this problem, please reply, me and my friend would be very grateful. Cheers :)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on November 08, 2015, 02:05:58 pm
There is a scene prop called mm_time .. ofday or something like that. The value in var1 is hour of day. He either deleted that scene prop or changed value.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Ă–verste Karolinen on November 08, 2015, 02:25:34 pm
There is a scene prop called mm_time .. ofday or something like that. The value in var1 is hour of day. He either deleted that scene prop or changed value.
Thanks a lot mate. But could you give some more details? Like, if he wants it to be night do he put it var20 (20:00, 20nth hour on the day) or how does it really work?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Conway on November 08, 2015, 04:50:07 pm
When you go to edit the map set it to the gamemode "scene editing" and then look at game rules once you start the maps. The game rules will contain alot of useful information about scene editing. He deleted the "mm_time" prop which caused the game to automatically set time to day.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on November 08, 2015, 08:51:53 pm
There is a scene prop called mm_time .. ofday or something like that. The value in var1 is hour of day. He either deleted that scene prop or changed value.
Thanks a lot mate. But could you give some more details? Like, if he wants it to be night do he put it var20 (20:00, 20nth hour on the day) or how does it really work?

He can spend two minutes testing and find out by himself. All he has to do is try putting a value, lets say 20, then click Start Map from admin menu and he'll see the effect if any. I think value that should go there is in 0-24 format but not sure.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Jean-Luc Picard on November 24, 2015, 02:39:33 pm
How do you go about editing the edge, or border of the map to an Ocean.

I'm going for an Island, so obviously I can't have the borders of the maps with land on them, they need to be clear open sky at the edge of my sea.

Thanks for the help.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on November 24, 2015, 02:47:11 pm
How do you go about editing the edge, or border of the map to an Ocean.

I'm going for an Island, so obviously I can't have the borders of the maps with land on them, they need to be clear open sky at the edge of my sea.

Thanks for the help.

This is done outside map editor. Open Modules/Napoleonic Wars/scenes.txt file, find your map's entry and change it's 3rd line to outer_terrain_beach

Title: Re: Napoleonic Wars: Mapping Support
Post by: Jean-Luc Picard on November 24, 2015, 04:53:03 pm
How do you go about editing the edge, or border of the map to an Ocean.

I'm going for an Island, so obviously I can't have the borders of the maps with land on them, they need to be clear open sky at the edge of my sea.

Thanks for the help.

This is done outside map editor. Open Modules/Napoleonic Wars/scenes.txt file, find your map's entry and change it's 3rd line to outer_terrain_beach

Please bare with my stupidity, but I'm having trouble figuring out how this will change the map itself that I plan to be on a server.

Won't editing that txt just change it for me? That's my local game txt, not much to do with the map in another folder.

Edit Or is this something the server owner has to do with their txt when adding my map ?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on November 24, 2015, 05:02:14 pm
How do you go about editing the edge, or border of the map to an Ocean.

I'm going for an Island, so obviously I can't have the borders of the maps with land on them, they need to be clear open sky at the edge of my sea.

Thanks for the help.

This is done outside map editor. Open Modules/Napoleonic Wars/scenes.txt file, find your map's entry and change it's 3rd line to outer_terrain_beach

Please bare with my stupidity, but I'm having trouble figuring out how this will change the map itself that I plan to be on a server.

Won't editing that txt just change it for me? That's my local game txt, not much to do with the map in another folder.

Edit Or is this something the server owner has to do with their txt when adding my map ?

Yes, server has to do the same thing.

Sending a M&B map to a server or any other computer always involves two steps - sending the .sco scene file itself, and sending the text which should be placed into scenes.txt file to replace old map entry. This text contains some map data which is not contained within .sco file itself, such as terrain shape and surrounding scenery.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Jean-Luc Picard on November 25, 2015, 11:08:24 am
Quote
Yes, server has to do the same thing.

Sending a M&B map to a server or any other computer always involves two steps - sending the .sco scene file itself, and sending the text which should be placed into scenes.txt file to replace old map entry. This text contains some map data which is not contained within .sco file itself, such as terrain shape and surrounding scenery.

Alright It's all working so far, thanks for the help !
Title: Re: Napoleonic Wars: Mapping Support
Post by: J. Campbell on December 22, 2015, 09:57:42 pm
How do I put a map on my files? On Focalpoint is was easy, I now go through bluefangsolutions, and am curious how to upload a training map to it. Please add me on steam if you can help : [1stCS] Scottish
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on December 22, 2015, 10:45:41 pm
How do I put a map on my files? On Focalpoint is was easy, I now go through bluefangsolutions, and am curious how to upload a training map to it. Please add me on steam if you can help : [1stCS] Scottish

If you read previous few posts, all the info is there. You need to use some sort of file manager provided by hosting company to access the files on server, then replace name_of_scene.sco file in Modules/Napoleonic Wars/Scenes/ and also replace text entry in Modules/Napoleonic Wars/scenes.txt with text entry of your map. If you downloaded the map you should have gotten the text entry together with map download. If the map is created on your computer then you can use entry from Modules/Napoleonic Wars/scenes.txt in your game installation.

If you are still having problems then describe exactly what the problem is so someone can help, or send me pm here if you feel too helpless.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dan the Seagull Chef on January 25, 2016, 12:58:00 am
Spoiler
http://images.akamai.steamusercontent.com/ugc/608351653787273384/3A62B65F7E88894D7FFE8E67B2D1B6847042AB11/
[close]

No matter where I put the spawns for battle, the people in that place no matter what. For all other gamemodes it's fine but for battle it's like this. Can someone help me with this?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on January 25, 2016, 01:09:26 am
Spoiler
http://images.akamai.steamusercontent.com/ugc/608351653787273384/3A62B65F7E88894D7FFE8E67B2D1B6847042AB11/
[close]

No matter where I put the spawns for battle, the people in that place no matter what. For all other gamemodes it's fine but for battle it's like this. Can someone help me with this?
When you place spawn points, it will automatically put the Var1 to 1, however for battle to work, there must be a Var1 of 0 for the team 1 to spawn for battle. In other words, make sure you have the required spawns for both teams: team 1, 0-31 team 2, 32-63 once you are sure you have placed all 63, restart your game and rehost the server.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dan the Seagull Chef on January 25, 2016, 01:43:44 am
Spoiler
http://images.akamai.steamusercontent.com/ugc/608351653787273384/3A62B65F7E88894D7FFE8E67B2D1B6847042AB11/
[close]

No matter where I put the spawns for battle, the people in that place no matter what. For all other gamemodes it's fine but for battle it's like this. Can someone help me with this?
When you place spawn points, it will automatically put the Var1 to 1, however for battle to work, there must be a Var1 of 0 for the team 1 to spawn for battle. In other words, make sure you have the required spawns for both teams: team 1, 0-31 team 2, 32-63 once you are sure you have placed all 63, restart your game and rehost the server.

Ok, I tried this and the team 1 still spawned at that location
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on January 25, 2016, 01:58:59 am
Spoiler
http://images.akamai.steamusercontent.com/ugc/608351653787273384/3A62B65F7E88894D7FFE8E67B2D1B6847042AB11/
[close]

No matter where I put the spawns for battle, the people in that place no matter what. For all other gamemodes it's fine but for battle it's like this. Can someone help me with this?
When you place spawn points, it will automatically put the Var1 to 1, however for battle to work, there must be a Var1 of 0 for the team 1 to spawn for battle. In other words, make sure you have the required spawns for both teams: team 1, 0-31 team 2, 32-63 once you are sure you have placed all 63, restart your game and rehost the server.

Ok, I tried this and the team 1 still spawned at that location
Did you make sure that one of the spawn points had Var1 of 0? Then did you restart the game? If so, it should have worked
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dan the Seagull Chef on January 25, 2016, 03:25:38 am
Spoiler
http://images.akamai.steamusercontent.com/ugc/608351653787273384/3A62B65F7E88894D7FFE8E67B2D1B6847042AB11/
[close]

No matter where I put the spawns for battle, the people in that place no matter what. For all other gamemodes it's fine but for battle it's like this. Can someone help me with this?
When you place spawn points, it will automatically put the Var1 to 1, however for battle to work, there must be a Var1 of 0 for the team 1 to spawn for battle. In other words, make sure you have the required spawns for both teams: team 1, 0-31 team 2, 32-63 once you are sure you have placed all 63, restart your game and rehost the server.

Ok, I tried this and the team 1 still spawned at that location
Did you make sure that one of the spawn points had Var1 of 0? Then did you restart the game? If so, it should have worked
Thought you meant var2. Did it and it worked! Thanks man
Title: Re: Napoleonic Wars: Mapping Support
Post by: Yde on February 05, 2016, 04:03:21 pm
Hey :)

When I've made scenes in the past I've used this website for the terrain code: http://mbcommands.ollclan.eu/terrain/

But as you can see it's down :( Does anyone know if it will become available again or if there are any alternatives out there?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Proton on February 05, 2016, 05:44:20 pm
http://web.archive.org/web/20130723110254/http://mbcommands.ollclan.eu/terrain
Title: Re: Napoleonic Wars: Mapping Support
Post by: Yde on February 05, 2016, 05:59:26 pm
Oh right, forgot that existed ;)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Cadaeron on February 12, 2016, 07:43:51 pm
I made a map for the modus "conquest". Now i tried to host it, but when i choose the game type "conquest" my map didn't show up. What is the mistake?
Title: Re: Napoleonic Wars: Mapping Support
Post by: usnavy30 on February 12, 2016, 08:30:06 pm
I made a map for the modus "conquest". Now i tried to host it, but when i choose the game type "conquest" my map didn't show up. What is the mistake?
You made a map for the what exactly? A mod called Conquest or the game-mode Conquest for Napoleonic Wars?

The easiest way to add a new map is for the new map to replace an old map of your choosing with the same .sco name.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Cadaeron on February 12, 2016, 08:37:01 pm
I made a map for the modus "conquest". Now i tried to host it, but when i choose the game type "conquest" my map didn't show up. What is the mistake?
You made a map for the what exactly? A mod called Conquest or the game-mode Conquest for Napoleonic Wars?

The easiest way to add a new map is for the new map to replace an old map of your choosing with the same .sco name.

I made it for the game-mod Conquest. Added entry points too (32 for each team, 64 and 65 for the entry flags and some items called "headquarter_flag_grey" for capturing).

EDIT:

You are right. The map i edited was just for deathmmatch, battle ect. So i remaned it to one with game-mod "conquest" (from bavarian_river to arabian_harbour) and the flag-capturing mechanism worked.
Some of the flags were flying above the ground. So i had to choose EACH part of them (they consist out of 1 pole (code), three visible flags and one code flag) and move them down to the right place. I think one of the flags determine the position of the pole.
Title: Re: Napoleonic Wars: Mapping Support
Post by: dooomninja on February 15, 2016, 11:57:22 pm
anyone know how to make "portals" work?
Title: Re: Napoleonic Wars: Mapping Support
Post by: TheDoctor on March 07, 2016, 03:37:59 pm
I see teleports in PF, PW, and even in the NW mini siege server. I don't mean admin teleports I mean a door that you hold F on and it teleports you to a different place (such as to the top of a tower or as in PF/PW to a store or out of spawn. If  there is a script needed is there a way for me to get it so I cas put it into my server so I can start making maps using it?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Cadaeron on March 11, 2016, 10:41:17 am
Is there an easy way to add grass (not the texture) to the map without placing each of it by hand?

EDIT: There is my solution: http://web.archive.org/web/20130723110254/http://mbcommands.ollclan.eu/terrain (http://web.archive.org/web/20130723110254/http://mbcommands.ollclan.eu/terrain)

Just insert your terrain code and modify it.
Title: Re: Napoleonic Wars: Mapping Support
Post by: DeriousGaming on May 09, 2016, 05:42:56 am
I need to know, is there a way to publish a map, and if so how?
I want to know this because I'm planning a surprise map making for my friends regiment, but don't know how to publish said map.
Title: Re: Napoleonic Wars: Mapping Support
Post by: usnavy30 on May 09, 2016, 07:29:20 pm
I need to know, is there a way to publish a map, and if so how?
I want to know this because I'm planning a surprise map making for my friends regiment, but don't know how to publish said map.
Publish a map? You upload it to the server-side Napoleonic Wars folder under SceneObj folder for the .sco files. And if necessary alter the chosen map's terrain code in scenes.txt. I am not entirely sure what you mean with 'publish' a map. I mean you can upload said map to Mediafire, Google drive, etc.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Nekro on June 14, 2016, 04:08:01 pm
Or use this link to publish your maps. https://www.fsegames.eu/forum/index.php?topic=391.0
Title: Re: Napoleonic Wars: Mapping Support
Post by: Xenoyia on June 23, 2016, 01:54:08 pm
(https://i.gyazo.com/62695ecc70b4811b4c27e90285df2178.jpg)
(https://i.gyazo.com/bfd679137dda8805878f508f45590016.png)

What could cause this? the map is around 160 Y, and even if I double the height this still happens in some places. There's no water in the map, either.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on June 23, 2016, 02:31:20 pm
Look at the map's entry in scenes.txt. The number before terrain code is water level, try setting it to lower value (terrain code is the thing that looks something like this 0x000000023002a1ba0004210900003ca000006a8900007a7b).

In example below, I highlighted number which is water level with bold

("mp_bavarian_river",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300005000008621800007b270000060500000d0b",
     [],[],"outer_terrain_plain"),
Title: Re: Napoleonic Wars: Mapping Support
Post by: Xenoyia on June 23, 2016, 02:57:29 pm
Look at the map's entry in scenes.txt. The number before terrain code is water level, try setting it to lower value (terrain code is the thing that looks something like this 0x000000023002a1ba0004210900003ca000006a8900007a7b).

In example below, I highlighted number which is water level with bold

("mp_bavarian_river",sf_generate,"none", "none", (0,0),(100,100),-100,"0x00000001300005000008621800007b270000060500000d0b",
     [],[],"outer_terrain_plain"),

omg I love you

thank you, that worked
Title: Re: Napoleonic Wars: Mapping Support
Post by: Archduke on July 11, 2016, 07:09:02 am
How do you create your own terrain/new map that is completely flat? I want to make a custom map, but I'd rather not replace another already present map.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Ketzl on July 20, 2016, 10:27:52 pm
on some maps arty is disabled, is there any way to undo that (i dont mean in the admin panel manner, because we've disabled class limits)
Title: Re: Napoleonic Wars: Mapping Support
Post by: dooomninja on July 21, 2016, 01:33:29 pm
How do you create your own terrain/new map that is completely flat? I want to make a custom map, but I'd rather not replace another already present map.
if you scroll back from ambush in scene edit mode you will get to the custom maps though i'm not sure how to make them playable on severs sorry. i normally just replace :(

anyone know how to make it possible to make custom maps playable on servers?

on some maps arty is disabled, is there any way to undo that (i dont mean in the admin panel manner, because we've disabled class limits)
try looking for an object called mm_spawn_restriction or something like that (in the side menu) see if deleting that works
Title: Re: Napoleonic Wars: Mapping Support
Post by: Ketzl on July 21, 2016, 02:04:02 pm
on some maps arty is disabled, is there any way to undo that (i dont mean in the admin panel manner, because we've disabled class limits)
try looking for an object called mm_spawn_restriction or something like that (in the side menu) see if deleting that works
there is no mm_spawn_restriction object in the game, in fact the only objects are Entry points 0, 32 and mm_spawn_with_cannon, (spawn_with_cannon was added by me to try to get artillery to work with no avail) the map is effectively a random map but with 0% chance to spawn massive hills, which we use in linebattle events.

How do you create your own terrain/new map that is completely flat? I want to make a custom map, but I'd rather not replace another already present map.
I believe that you can set the server up so that when a certain map is finished (eg timer runs out or round limit is reached) then it will autocycle through the custom maps IDK how to implement this though.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Thunderstormer on July 21, 2016, 03:43:47 pm
You can make a rotation of maps that includes custom maps.  You make the rotation in the server configuration file or in your nw battle text file (not the one that starts the server) 

Problem is if the maps that you want to play are not on the list of maps to choose from, you can't manually select it in server.  However if they are in the rotation, once the map you are on ends, it will resume with the rotation.  That is why replacing maps you normally don't play on or plan on playing on with custom maps is a good idea.  That way you can test it out or other wise play it when you want.

Been a while since i map made but You have to change the variables on spawn with cannon prop.  If you are in scene editing mode, hit show game rules.  It has a bunch of the info there.  You could also look at the how to map thread for nw on taleworlds(believe it's in op)  spend a few min reading about whatever part you are working and it should answer your questions. 

As for starting with a flat map for map making.   It is possible and I would recommend it.  Every time you chang terrain height, it makes the download longer.  You can make a flat map for 1kb. (Well that is what shows up in game when they dl)  no map should really be more than 15-30 sec dl imo.  The 1 -2 min ones are ridiculous. Tells you they made a bunch of mistakes, lots of terrain changing, they didn't start from scratch and building off an old map, or most likely a bunch of pointless unnecessary props.   Not even the monster size maps should be a min+ dl  imo
Title: Re: Napoleonic Wars: Mapping Support
Post by: Ketzl on July 21, 2016, 03:58:40 pm
Been a while since i map made but You have to change the variables on spawn with cannon prop.  If you are in scene editing mode, hit show game rules.  It has a bunch of the info there.  You could also look at the how to map thread for nw on taleworlds(believe it's in op)  spend a few min reading about whatever part you are working and it should answer your questions. 

how exactly do i show game rules?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Thunderstormer on July 21, 2016, 04:22:13 pm
Hit escape and it will be there in the menus.   Jusnlike mute player, options, etc,. Won't be abe to look while your placing props I believe.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Ketzl on July 21, 2016, 04:26:34 pm
ok i've had a look through that and all it says about artillery is that the addition of mm_spawn_with_cannon needs to be present on the map for arty trains to spawn. That is not the issue i am having. I have not got class limits disabled and the map has that object, but i cannot choose artillery units, any artillery units. Be they ranker, sergeant, or officer none of them are selectable and are greyed out.
(for clarification the mapmaking thread is pretty much what i've used to learn this stuff so it isnt in there)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Thunderstormer on July 21, 2016, 04:36:36 pm
spr_mm_spawn_with_cannon # If added to the map artillery sergeants spawn with the cannon. and rocketeer troops spawn with rocket placement. unless var 1 is set;
var1 = spawn limitation;
             1= Spawn with cannons only
             2 = Spawn with rockets only
^^for everyone.


Not sure why you can't spawn as a ranker.  Having trouble spawn as anything else?  Double check class limits are off.

And If memory serves you can't use arty in scene editing mode. Tho I don't recall this restricting you from spawning as arty ranker.

Typing from my phone so how much I can help you is limited
Title: Re: Napoleonic Wars: Mapping Support
Post by: Ketzl on July 21, 2016, 09:39:20 pm
I've fixed the issue

mm_spawn_with_cannon was already present in my maps but had a blank var1 and var2 which means that it wasnt working as it should; to function properly these need to be filled with any number, in this instance i filled both with 0 and they finally worked.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Thunderstormer on July 22, 2016, 05:50:25 am
oh good.   thought they normally started with 0 in them unless they were in the middle of being changed then something else came up. 

anyways good luck.  I normally don't poke in here but if you need anymore help, I'll see what i can do to help.
Title: Re: Napoleonic Wars: Mapping Support
Post by: [11pp] slawek2002 on August 14, 2016, 09:03:56 pm
Hey, i got one problem, i found a good training map for my reg (https://www.fsegames.eu/forum/index.php?topic=232.0) and when i want to launch this map some props are stuck in a background and yes, i used custom scene code in a txt file with the same name as the map and it doesnt work. Can someone help with it? I can give some details in pm.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Thunderstormer on August 17, 2016, 12:08:56 am
you sure you copied every thing correctly?  i just put it on, and i am not having any issues.(use to play this map myself back in the day)  all the props are where they should be, and i dont see any floating in an odd manner.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Clashinnit on October 27, 2016, 12:10:34 pm
Hi!
I'm currently looking at recreating a late 19th century fort in Napoleonic Wars scene editing as I'm an avid fan of the era and would love to see one of these forts realized in 3D.

The main parts I need are fairly easy, large earth mounds, red brick walls with firing slits etc.
However, I am finding it hard to recreate a caponier. (https://i.imgur.com/a/YP0Qe#Liw533Y) I have seen these on some servers on custom maps but after trawling through all the objects in the scene editor I can't find one of these and can't find the parts you'd need to make one. I'm also looking to make a small tunnel if anyone can help with that also.

For reference, pictures of the fort I'm trying to recreate; https://i.imgur.com/2ZCPUpI.jpg https://i.imgur.com/FoT2nBG https://i.imgur.com/J3Z7Cxw

Any help would be great!
Cheers
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dan the Seagull Chef on March 15, 2017, 02:52:39 am
Does anyone know a way to do a center flag CTF map?
Title: Re: Napoleonic Wars: Mapping Support
Post by: PapaBean on March 15, 2017, 06:22:06 am
Does anyone know a way to do a center flag CTF map?

yes sir
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dan the Seagull Chef on March 15, 2017, 06:33:31 am
Does anyone know a way to do a center flag CTF map?

yes sir
Thanks
Title: Re: Napoleonic Wars: Mapping Support
Post by: PapaBean on March 15, 2017, 06:41:53 am
Does anyone know a way to do a center flag CTF map?

yes sir
Thanks


Anytime ;)
Title: Re: Napoleonic Wars: Mapping Support
Post by: ScottyMcpancakes on March 28, 2017, 12:44:58 am
Yeet
Title: Re: Napoleonic Wars: Mapping Support
Post by: pengbuster on July 08, 2017, 12:51:29 am
Ive been having this issue with boats and artillery and all that special stuff, it used to work but now it doesnt. I put the ship down, then the rudder where its supposed to be, set both var1s to be 1, then when I restart the map it doesnt do anything. Also, when I put an artillery piece down and restart, it doesnt do anything. Ive tried editing other maps, switching computers, nothing seems to work. Help pls
Title: Re: Napoleonic Wars: Mapping Support
Post by: dooomninja on July 08, 2017, 03:26:34 pm
what map mode are you working in. if you put them down in map edit then switch to a game mode they should work things get buggy if you edit game modes (like siege, battle, and so on)
Title: Re: Napoleonic Wars: Mapping Support
Post by: pengbuster on July 08, 2017, 10:11:53 pm
Ive been using borodino morning, and ive been making sure to use scene editing mode. I tried swapping to another fresh non edited map and it still didnt work
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dan the Seagull Chef on July 08, 2017, 11:21:41 pm
Ive been using borodino morning, and ive been making sure to use scene editing mode. I tried swapping to another fresh non edited map and it still didnt work
We'll have you tested it in battle or whatever? Both of them don't work in scene editing. Also, if I remember correctly, ships don't have to have the rudder attached, the ship spawns their own. I think cannons also have a habit of floating so you may have to sink them into the ground.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Fishy on September 04, 2017, 02:57:10 pm
So i've created a map only to realise that i cannot play artillery on it. Is there any way to enable artillery on a map (the map i overwrote was Arabian Village (Morning)).

I've already disabled class limits and made sure mm_spawn_restrictions weren't present in the map and added mm_spawn_with_cannon

It is still not working and I'm really not looking forward to re-create the entire map. Any help would be appreciated :p
Title: Re: Napoleonic Wars: Mapping Support
Post by: Grozni on September 04, 2017, 03:15:19 pm
So i've created a map only to realise that i cannot play artillery on it. Is there any way to enable artillery on a map (the map i overwrote was Arabian Village (Morning)).

I've already disabled class limits and made sure mm_spawn_restrictions weren't present in the map and added mm_spawn_with_cannon

It is still not working and I'm really not looking forward to re-create the entire map. Any help would be appreciated :p

Make sure you're not trying it out in scene edit mode, cannons and many other stuff work only in standard game types.
Is unit selection grayed out or you just don't spawn with cannon?
Which value is under var1 for mm_spawn_with_cannon prop?

Title: Re: Napoleonic Wars: Mapping Support
Post by: Fishy on September 04, 2017, 09:21:04 pm
So i've created a map only to realise that i cannot play artillery on it. Is there any way to enable artillery on a map (the map i overwrote was Arabian Village (Morning)).

I've already disabled class limits and made sure mm_spawn_restrictions weren't present in the map and added mm_spawn_with_cannon

It is still not working and I'm really not looking forward to re-create the entire map. Any help would be appreciated :p

Make sure you're not trying it out in scene edit mode, cannons and many other stuff work only in standard game types.
Is unit selection grayed out or you just don't spawn with cannon?
Which value is under var1 for mm_spawn_with_cannon prop?

Well, the problem was me trying it out in scene editor :p Everything else was set up correctly. Thanks for the reply love
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on January 24, 2018, 02:48:15 pm
(https://i.imgur.com/aWPwGmJ.png?1) (http://bastionmaps.com/)

Introducing Bastion Maps'
Video Tutorials on Scene Making



What does this mean?

Hello Community!

We are Bastion Maps, and have worked hard to bring you a series of Tutorials on how to create new scenes or maps. Please use these resources well to improve the quality of maps in the community as well as bringing new blood to the map making table. We hope that these tutorials will make it easier to solve problems that you have when creating new scenes- happy creating :)



Click here (http://bastionmaps.com/tutorial.html) for tutorials

Title: Re: Napoleonic Wars: Mapping Support
Post by: Soda_Lover on February 12, 2018, 04:32:06 am
Any tips for making a cave ( that you can walk in made of smaller rocks) on a mountain, or just a mountain in general?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on February 13, 2018, 12:35:46 pm
Any tips for making a cave ( that you can walk in made of smaller rocks) on a mountain, or just a mountain in general?
Sure, make a rough shape of what the cave looks like from outside- cave entrance (increase terrain height to make it look like a clifface or hill adding textures as you go. Next use the prop mm_oim_debris or something similar as the ceiling- you can cover this up shortly with rocks it's just so players can't see the sky. Make sure you place this prop so it intersects the terrain at  the entrance. Next decide how big you want the cave inside- raise the terrain so it's just above the mm_oim_debris and retexture it. Now comes the slightly more artistic part- you need to place rocks so that players won't notice the fact the roof is flat. Lastly add details such as plants and skeletons.

Here are a couple of examples from past maps I made- all I can find on my phone I'm afraid ;p
Old Jailbreak map
(https://i.imgur.com/q1gNxvG.jpg)(https://i.imgur.com/k3Q02Ke.jpg)(https://i.imgur.com/ti0k8YO.jpg)(https://i.imgur.com/hvgT38o.jpg)
[close]

Old Siege map
(https://i.imgur.com/ZYkLoS7.jpg)(https://i.imgur.com/qyO2BbA.jpg)(https://i.imgur.com/LE1zWy0.jpg)(https://i.imgur.com/x6hgBK7.jpg)(https://i.imgur.com/uH54b9Y.jpg)(https://i.imgur.com/dDPpesr.jpg)(https://i.imgur.com/5WO1irR.jpg)
[close]

I do apologies at the quality of the photos but you get the jist ;p

Also note that you should not increase the height of the terrain too much or risk the textures being very stretched (guilty as charged as seen in burgos- it was a long time ago sorry D: )
Title: Re: Napoleonic Wars: Mapping Support
Post by: Light on February 22, 2018, 06:39:57 am
Hello everyone I'm working on a Training map and got couple of questions. I searched the forums thoroughly and could not find any answer.

1. Is there any prop that is not transparent but you can walk-through? It is required to hide my vertical trap.
2. Is there fire damage? If yes which prop or value has it?
3. If not what other ways to damage the player progressively other than water drown damage?
4.How can I reduce the completion of door_teleport prop time? It takes quite a lot of time to use it.
5. I've found some props called Custom_button_1_second (there are variants and instant one) How can I use it?

Thanks for all the answers.
Title: Re: Napoleonic Wars: Mapping Support
Post by: tired on February 22, 2018, 06:59:35 am
Hello everyone I'm working on a Training map and got couple of questions. I searched the forums thoroughly and could not find any answer.

1. Is there any prop that is not transparent but you can walk-through? It is required to hide my vertical trap.
2. Is there fire damage? If yes which prop or value has it?
3. If not what other ways to damage the player progressively other than water drown damage?
4.How can I reduce the completion of door_teleport prop time? It takes quite a lot of time to use it.
5. I've found some props called Custom_button_1_second (there are variants and instant one) How can I use it?

Thanks for all the answers.

1. For props that have no collision, try going to the Items, not Scene Props Menu, try enlarging those or stretching them. Also there are props that have no collision, but you have to test them
Title: Re: Napoleonic Wars: Mapping Support
Post by: Light on February 22, 2018, 08:03:14 pm
1. For props that have no collision, try going to the Items, not Scene Props Menu, try enlarging those or stretching them. Also there are props that have no collision, but you have to test them


I didn't know Item Kinds could be used to collisionless tasks. Thank you.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on February 28, 2018, 10:42:25 am
Commonly things such as carpets, hay/ straw and plants are used to hide traps or areas. As mentioned though you could use item kinds and stretch them, however depending on what you use, the textures will likely look stretched which doesn't look great tbh. Personally I stick with the above, and sometimes I make use of building props by having a stair inside a normally non enterable building taking you through the door of a building from inside- it acts as a one way wall, and can only be used in specific instances
Title: Re: Napoleonic Wars: Mapping Support
Post by: Eazy-E on July 13, 2018, 10:41:12 pm
Is there any way to make windows unbreakable? I have some on my training map that everyone insists on shooting at the start of dismissals and it looks ugly  ;D
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on July 13, 2018, 10:53:05 pm
Is there any way to make windows unbreakable? I have some on my training map that everyone insists on shooting at the start of dismissals and it looks ugly  ;D
#
not to make the windows unbreakable no, but to place a wall in-front to stop damage by projectiles yes (not 100% this works with musket shots but worth a try)
mm_barrier_no_col_16m
As I said, this definitely works with cannon shots, but I've not yet tested it with musket shots

If all else fails, get server scripting to remove spawning the degraded versions of windows
Title: Re: Napoleonic Wars: Mapping Support
Post by: Eazy-E on July 13, 2018, 11:33:33 pm
Thanks Zebaad I'll give it a go. I've been using your tutorial videos on Bastion Maps and they've been really helpful too, I appreciate it
Title: Re: Napoleonic Wars: Mapping Support
Post by: Futui_tuto on August 01, 2018, 12:27:50 pm
How is working Royal spawn? What I need to change in Var 1 and 2? Maybe any links you have?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on August 01, 2018, 12:29:21 pm
How is working Royal spawn? What I need to change in Var 1 and 2? Maybe any links you have?
What do you mean by working royale spawn? How items spawn with the royale props, or how players spawn?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on August 01, 2018, 12:36:43 pm
If you do mean how royale props work, here is what Vince said in the public announcement about them:

("royale_ammo_spawn",0,"cartridge_box_mesh","0", []),
# Var 1; Ammo type: 0:random 1:Musket 2:Pistol
# Var 2: Spawn chance: 0:Always 1-100% of chance

("royale_horse_spawn",0,"austrian_hussard_horse","0", []),
# Var 1; Horse type: 0:random 1:Light 2:Middle 3:Heavy 4:Artycarry
# Var 2: Spawn chance: 0:Always 1-100% of chance

("royale_cannon_spawn_field",0,"cannon_12pdr","0", []),
# Var 1; Cannon type: 0:random 1:12pdr 2:howitzer 3:mortar 4:rocket
# Var 2: Spawn chance: 0:Always 1-100% of chance

("royale_cannon_spawn_fort",0,"cannon_fort","0", []),
# Var 1; Cannon type: nothing
# Var 2: Spawn chance: 0:Always 1-100% of chance

("royale_cannon_spawn_naval",0,"cannon_naval","0", []),
# Var 1; Cannon type: 0:random 1:naval 2:carronade
# Var 2: Spawn chance: 0:Always 1-100% of chance

("royale_cannon_spawn_swievel",0,"cannon_swievel","0", []),
# Var 1; Cannon type: nothing
# Var 2: Spawn chance: 0:Always 1-100% of chance


As for players, there is no royale gamemode in the currently version of the game, so unless you've got a custom mod on your server, there is no specific entry points.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Koxxus on August 02, 2018, 12:41:46 pm
Have you any ideas how to set map time to night/dawn?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on August 02, 2018, 12:44:07 pm
Have you any ideas how to set map time to night/dawn?
Yes, the prop mm_weather_time must be placed. Alter the Var1 for the time of day, starting with 0 as midnight, and 12 as miday, ending up as 24 for midnight again. This only works for NW, or any mods based from NW using the same code (if prop is on the list it probably works).
Title: Re: Napoleonic Wars: Mapping Support
Post by: Koxxus on August 02, 2018, 01:33:03 pm
Thanks!
Title: Re: Napoleonic Wars: Mapping Support
Post by: Koxxus on August 02, 2018, 05:56:06 pm
Found one more problem: on my new map, it's not possible to use TNT. How can I change it?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on August 02, 2018, 06:01:24 pm
Found one more problem: on my new map, it's not able to use TNT. How can I change it?
Disable tnt is a prop that can be placed, off the top of my head it's called mm_disable_explosives, but it might be disable_explosives, either way once placed it does what it says on the tin. To remove it's effect, remove the prop. If still having issues, test on a public server as sometimes tntcan't be placed early in a map. If you are still having issues, I'm afraid your map might be bugged (very unlikely) this is usually only ever caused by transferring a map between mods, and as far as I know is unfixable, but as I said is unlikely.
Title: Re: Napoleonic Wars: Mapping Support
Post by: tired on November 20, 2018, 12:00:23 am
How do you get the new outer terrain like on the battle of the pyramids map? I thought I knew, or I did it before, but can't remember now.

Nevermind, found it  outer_terrain_desert_b 
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on November 20, 2018, 12:16:44 am
How do you get the new outer terrain like on the battle of the pyramids map? I thought I knew, or I did it before, but can't remember now.

Nevermind, found it  outer_terrain_desert_b
Yup ;)

To clarify incase anyone reads through this thread with a similar question, this is altered in the file called scenes.txt which is the file for all map codes.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dom13WorstNW on August 20, 2019, 06:20:37 pm
Does anyone have a link to the terrain code generator? The one I've been using no longer works.
Title: Re: Napoleonic Wars: Mapping Support
Post by: profy on August 20, 2019, 06:40:38 pm

I think the site is dead  :-\
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on August 20, 2019, 06:54:00 pm
Does anyone have a link to the terrain code generator? The one I've been using no longer works.
So a better method than that site is this- go to native, start a single player game, and when you see the world map, in the bottom left should be a button titled "terrain" click that and you're welcome ;)
Title: Re: Napoleonic Wars: Mapping Support
Post by: BNS Marko on August 27, 2019, 05:08:51 pm
Does anyone have a link to the terrain code generator? The one I've been using no longer works.
http://web.archive.org/web/20130723110254/http://mbcommands.ollclan.eu/terrain
Title: Re: Napoleonic Wars: Mapping Support
Post by: Tomppa on October 25, 2019, 11:43:12 am
Hi, I have some issues regarding the capture point in sieges, tried searching for something that would help me with this dilemma although without any success. Is there anyone who would be willing to add me on steam and give me a quick tutourial regarding that, and some small issues I've been having these past days? Thank you.

https://steamcommunity.com/id/55thfaggotstreet/ Please do not mind the cringy url I use.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on October 25, 2019, 12:00:23 pm
Hi, I have some issues regarding the capture point in sieges, tried searching for something that would help me with this dilemma although without any success. Is there anyone who would be willing to add me on steam and give me a quick tutourial regarding that, and some small issues I've been having these past days? Thank you.

https://steamcommunity.com/id/55thfaggotstreet/ Please do not mind the cringy url I use.
Whoops! Just realised I did not cover this in my tutorials!

What is the issue you're having with them?

In terms of player spawns, defending team (1) need entry points with Var1 of 0-31 (so 32 spawn points in total), attacking team (2) needs entry points with Var1 of 32-63 (so 32 spawn points in total).
For the game mode siege, the defending flag/ capture point automatically spawns on the entry point with Var1 of 66.

If you are still encountering issues, I'd be happy to see what I can do, but I'm on mobile right now, so not able to add you through the link you gave I'm afraid!
My steam is Zebaad Peritz (https://steamcommunity.com/id/Zebaad)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Dan the Seagull Chef on October 26, 2019, 05:11:19 am
Isn't it just the closest 32 entry points spawn the defenders or is that just native?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on October 26, 2019, 08:17:40 am
Isn't it just the closest 32 entry points spawn the defenders or is that just native?

Hmm, I'm not sure actually, I've always done it like this and never had a problem. Pretty sure it's 0-31 And 32-63, let me run some tests
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on October 26, 2019, 08:40:27 am
Isn't it just the closest 32 entry points spawn the defenders or is that just native?

Hmm, I'm not sure actually, I've always done it like this and never had a problem. Pretty sure it's 0-31 And 32-63, let me run some tests

Interestingly we're both right, looks like for players it's 0-31 And 32-63, but bots don't follow this rule, they seem to spawn at the closest 32 as you mention, weird! Guess I've never had cause to check this before because rarely use bots myself!
Title: Re: Napoleonic Wars: Mapping Support
Post by: Woeski on May 10, 2020, 01:21:53 pm
Pretty simple questions I guess, but I was wondering if there is an ammobox in the base Napoleonic Wars dlc where you can get musket ammo ?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on May 10, 2020, 01:33:24 pm
Pretty simple questions I guess, but I was wondering if there is an ammobox in the base Napoleonic Wars dlc where you can get musket ammo ?
Yup there is, did you want it intractable by players or not? you can both add a static item into the map which adds it like a normal prop, but also as of NW V1.2 you can add it into the map, but allow players to pick them up.

*edit*
Static Item (not interactive)
Place the item like any normal prop to get the desired result.
(https://i.imgur.com/QhU7bXQ.png)
[close]
Interative Item
Place the item normally into the map. If you don't want the cartidges to always spawn, change Var2 to represent a percentage, i.e. Always 1-100% of chance. Var 2 of 0 will mean they are always spawned in.
(https://i.imgur.com/TyjcMra.png)
[close]
Title: Re: Napoleonic Wars: Mapping Support
Post by: Woeski on May 10, 2020, 07:11:14 pm
Thanks a lot, sadly I think the module system isn't on 1.2 yet...

Also I was actually more looking for an actual ammo box, since I saw it once on a server where there would  be a box and you could take ammo from it. Could have been custom made though.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on May 11, 2020, 03:58:57 pm
Thanks a lot, sadly I think the module system isn't on 1.2 yet...

Also I was actually more looking for an actual ammo box, since I saw it once on a server where there would  be a box and you could take ammo from it. Could have been custom made though.
Do you mean ammo for muskets?

If so yes that would have been custom made, it's only possible with scripts.

If you mean artillery ammo, I'm not actually too sure if you can get that to spawn without a cannon I'd need to look that up- let me know if you'd like me to do so! (more than happy to)
Title: Re: Napoleonic Wars: Mapping Support
Post by: Niko5557 on May 20, 2020, 10:21:26 pm
Thanks a lot, sadly I think the module system isn't on 1.2 yet...

Actually it is.
Here's the 1.210 module sys file
https://www.fsegames.eu/mb_warband_napoleonic_wars_source_1210.zip
Title: Re: Napoleonic Wars: Mapping Support
Post by: Coldstreamer on October 21, 2020, 10:51:22 pm
Anyone know how to change the actual size of a map?  I know it's in the scenes.txt just unsure of which set of numbers I'm looking for..?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on October 21, 2020, 11:30:19 pm
Anyone know how to change the actual size of a map?  I know it's in the scenes.txt just unsure of which set of numbers I'm looking for..?
Hiya, the map size is determined purely by the scene code, take a look at this link (http://web.archive.org/web/20130723110254/http://mbcommands.ollclan.eu/terrain) for the terrain editor tool (also accessible through the single player code button) I can't recall who originally created this, but I don't own rights to the site.
Title: Re: Napoleonic Wars: Mapping Support
Post by: Coldstreamer on October 22, 2020, 12:55:39 am
Anyone know how to change the actual size of a map?  I know it's in the scenes.txt just unsure of which set of numbers I'm looking for..?
Hiya, the map size is determined purely by the scene code, take a look at this link (http://web.archive.org/web/20130723110254/http://mbcommands.ollclan.eu/terrain) for the terrain editor tool (also accessible through the single player code button) I can't recall who originally created this, but I don't own rights to the site.

Yeah, I figured it out, I just dragged in the old code and changed the size through that, so thanks for the help!
Title: Re: Napoleonic Wars: Mapping Support
Post by: Coldstreamer on October 22, 2020, 08:05:31 pm
I'm back XD.  So, I'm now adding flags and such on (in this case) the countryside map.  So far, I've added 7 flags (that includes the two spawns) and make a scene line for the conquest map.  In the strings file I've also added the names:

str_mp_countryside_flag_1 Village
str_mp_countryside_flag_2 Woods
str_mp_countryside_flag_3 Artillery Battery
str_mp_countryside_flag_4 Pond
str_mp_countryside_flag_5 Farm
str_mp_countryside_flag_6 Crossroads
str_mp_countryside_flag_7 Forest


So.  my question is, why the hell is my screen going insane with scrips in the wrong place, and the map isn't showing up in conquest mode.  Btw, the flags I've used:  #64 and #65 are my spawns for Team 1 and Team 2 respectively, and the flags I used (as per Gokiller's instructions) the headquarters_flag_grey.    Any help here would be great!
Title: Re: Napoleonic Wars: Mapping Support
Post by: Zebaad on October 22, 2020, 08:50:27 pm
I'm back XD.  So, I'm now adding flags and such on (in this case) the countryside map.  So far, I've added 7 flags (that includes the two spawns) and make a scene line for the conquest map.  In the strings file I've also added the names:

str_mp_countryside_flag_1 Village
str_mp_countryside_flag_2 Woods
str_mp_countryside_flag_3 Artillery Battery
str_mp_countryside_flag_4 Pond
str_mp_countryside_flag_5 Farm
str_mp_countryside_flag_6 Crossroads
str_mp_countryside_flag_7 Forest


So.  my question is, why the hell is my screen going insane with scrips in the wrong place, and the map isn't showing up in conquest mode.  Btw, the flags I've used:  #64 and #65 are my spawns for Team 1 and Team 2 respectively, and the flags I used (as per Gokiller's instructions) the headquarters_flag_grey.    Any help here would be great!
Hiya, afraid I can't recall off the top of my head the correct setup- will check shortly. Are you modifying the python strings file from the source code or the strings text file?
Title: Re: Napoleonic Wars: Mapping Support
Post by: Coldstreamer on October 22, 2020, 09:17:10 pm
I'm back XD.  So, I'm now adding flags and such on (in this case) the countryside map.  So far, I've added 7 flags (that includes the two spawns) and make a scene line for the conquest map.  In the strings file I've also added the names:

str_mp_countryside_flag_1 Village
str_mp_countryside_flag_2 Woods
str_mp_countryside_flag_3 Artillery Battery
str_mp_countryside_flag_4 Pond
str_mp_countryside_flag_5 Farm
str_mp_countryside_flag_6 Crossroads
str_mp_countryside_flag_7 Forest


So.  my question is, why the hell is my screen going insane with scrips in the wrong place, and the map isn't showing up in conquest mode.  Btw, the flags I've used:  #64 and #65 are my spawns for Team 1 and Team 2 respectively, and the flags I used (as per Gokiller's instructions) the headquarters_flag_grey.    Any help here would be great!
Hiya, afraid I can't recall off the top of my head the correct setup- will check shortly. Are you modifying the python strings file from the source code or the strings text file?


OH MY GOD I COMPLETELY FORGOT ha ha I've been editing the strings as a text file not as python XD  But yes, thanks for checking I've looked and I've done everything I've found.