Difference between revisions of "FA Forever Map Editor"
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=== Prop list values ===
=== Prop list values ===
* '''X button''' - Remove prop from the list
* '''Scale''' - Random scale of the prop, this is ignored by the game, so leave it.
* '''Rotation''' - allow you to chose range of random rotation of each prop of that type. By default its
* '''Procent''' - Chance painting prop. When you have more than one prop on the list, you can chose how often each type spawns when painting.
=== Prop Tools ===
=== Prop Tools ===
Revision as of 09:43, 2 July 2018
- 1 Introduction
- 2 Setting up the editor
- 3 Useful shortuts
- 4 Create a new map
- 5 Basic map settings
- 6 Terrain Heightmap
- 7 Water
- 8 Terrain Type
- 9 Terrain Textures
- 10 Lighting
- 11 Armies
- 12 Areas
- 13 Markers
- 14 Props
- 15 Decals
- 16 Units
- 17 Comand line arguments
- 18 Custom resources
- 19 Making custom resources work in FAF
FA Forever Map Editor is a new map editor developed for FAF by ozonex. It is currently in alpha, which means the editor is in its testing phase, and some features are still lacking. However, ozonex expects to release a beta version soon.
Read all about the FA Forever Map Editor in this forum topic.
FA Forever Map Editor - to do and changelog.
You can download the current version here.
Setting up the editor
Before using the editor you need to set up your preferences.
Before loading any map you must specify the paths to your game and maps folder.
- Sup Com Forged Alliance installation path - Path to where the game is installed. It will also work with vanilla Supreme Commander, but always use Forged Alliance to get access to all the new assets. Use "..." to open folder browser. When using Default button editor will try to find the path by itself.
- Maps folder path - Path to where all maps are stored. The Alpha version can only load maps from that folder, so if you have maps in a different folder, you need to change this path or move the maps to the specified folder.
- Backup folder - Path where backups of old maps files will be moved. If empty, backups will be saved in FAForeverMapEditor_Data/MapsBackup/.
- Undo steps - Maximum number of steps saved in memory for Undo and Redo.
- Play map - Settings for using File/Play map. You can select a faction and disable Fog of war.
When the editor crashes or behaves in strange way it may be useful to send log to the developer. You can find them here:
C:/Users/[user]/AppData/LocalLow/ozonexo3/FAF Map Editor/
You can create or modify existing brushes used by the FAF Map Editor. Brushes need to be 512px x 512px grayscale PNG without an alpha channel. When opened, the editor will load all brushes from that folder. Brushes are sorted alphabetically.
You can find them in:
The editor supports several symmetry options for editing maps. You need to select the right one before making changes to the map, because everything you do will be symmetrical based on selected settings. To open symmetry settings go to Symmetry/Symmetry settings....
Tolerance is how far in game units the editor will search for symmetrical objects when selected. Matching objects will be selected as orange. If it can't find a matching object it will display a gray selection where it should be.
Create a new map
To create new map use File/New Map.
- Name - Name of the map. This will be also used to name folders and files. See below for correct map naming conventions.
- Description - Long description of the map. You can describe the history of the map here.
- Texture set - Set of stratum textures loaded to new map. If you know how do you want your map to look like, then select best set.
- Type - Type of map. Use Skirmish for Multiplayer maps
- Width / Height - Size of the map. When selected sizes are not square editor will create square map and clip it using Area.
- Initial height - Initial height of whole heightmap. Try to use the lowest value possible, but remember to leave some space if you want to have water on the map.
- Water - Toggle it on if you want to have water on your map. This can be changed later if you change your mind.
- Water Elevation - the height at which the water level is.
- Depth Elevation - the height at which the water is darker.
- Abyss Elevation - the height at which the water is very dark.
New map created in FAF Map Editor will be saved as:
How you should you name maps:
Ignoring your map folder name, after uploading to vault, the map folder will be renamed according to the map name, but with spaces replaced with '_'. For example: A map's name is "Yet Another Gap". And map files are named "yetanothergap_scenario.lua", etc. The map will be uploaded to the vault and will be playable, but every time someone tries to host it from FAF, not from lobby settings, the Four-Corners map will be hosted instead. This bug will annoy people and prevent your map from being added to ladder pool. It happens because the mapbfolder will be renamed to "yet_another_gap.v0666" and FAF will search for yet_another_gap_scenarion.lua.
So a proper map should be named like this: maps/good_map.v0001/good_map_scenario.lua
Basic map settings
- Name - Map name displayed in game
- Description - Long description of the map. You can describe the history of the map here. Displayed in game when selecting maps.
- Version - Version of the map. Increase this value by 1 when you want to upload a new version of an existing map. If the name is the same and version is higher, then the map will be replaced with the new version.
Edit Armys Spawn IDs
Tool for changing order of existing armies. Army order is also order of spawn points. Tool also have Auto-Team preview. To switch armies click on box with army number and then select other army from dropdown list.
Scmap file format exist in 2 versions:
- v56 - Vanilla Supreme Commander map. Most old maps are in this format, because this is how the official map editor saves them.
- v60 - Forged Alliance map. This is a new format version containing additional procedural skybox. Can't be opened by old tools or by the vanilla Supreme Commander game.
If you need to open v60 map in vanilla or old tools, you can export skybox data to file and save it as v56. When done, you can import the skybox again and save as v60.
The heightmap is the base of whole terrain. It defines height for every place on the map. You can use built-in tools to edit it, or export/import to work with other software.
- Brush size - Size of the brush that we want to paint with. You can change it by holding down the B key and dragging over gameplay.
- Brush strenght - Strength with witch brush changes are aplayed to terrain. You can change it by holding down the M key and dragging over gameplay.
There are 4 types of brush
- Standard - Simple brush for increasing or decreasing terrain height
- Flatten - Finds the average height under brush and moves terrain to that height. Best uses as a strong blur.
- Blur - Smoothen the terrain. Good for removing sharp edges and softening the terrain.
- Sharpen - Increase difference in height
- Target height - Target terrain height for Standard brush. When painting it will change height into the target height. Useful for smooth translation into chosen height.
- Min height - Minimum terrain height allowed by the brush. Terrain will be clipped when it's under that value.
- Max height - Maximum terrain height allowed by the brush. Terrain will be clipped when it's above that value.
- Rotation - Rotation of brush texture. Useful for some custom brushes like mountains.
- Set terraing height - Change height of whole terrain to the chosen value.
- Add height - Move heightmap up or down by the chosen value. Positive value will move it up, negative will move it down.
- Export in size - Will export heightmap in different width and height. Useful for transfering heightmap between maps of different size. It can also scale height values when selecting Scale Height.
Export & Import
You can export and import heightmap as *.raw file. It's 16bit texture, that can be edited in many graphic programs like Photoshop. There is also support for *.r16 files from World Machine You can also import *.bmp images, but they are usually 8 bit, so they lost data. Heightmap resolution should be always MapSize + 1, because it require one more vertex data, to create grid cell. For example 256x256 map will have heightmap with resolution 257x257.
Terrain types can be painted by going into the TERRAIN > TYPE menu.
Terrain type is definition of what kind of terrain is over each areas. This is used for particle effect like dirt under walking units. Some layers (like lava) don't allow units to walk there, so can be used to block movement over certain areas.
To change area first select area you want to paint from the list on the left and then just paint it. You can change brush size. Types can't be blended together, only one type can be chosen per 1 game unit cell.
Sun, shadow and ambient
This is new map feature that was added in Forged Alliance expansion. In previous versions of the map files, skybox was just a texture. In v60 scmap file version skybox is defined by few values that are stored in skybox data.
You can just export them from official Forged Alliance maps and import it to your map. Remember, that when saving map as v56, skybox data will be lost. v60 file format works only in Forged Alliance.
Color of the skybox is defined by Horizon color and Zenith color. They create gradient based on height values. Then cloud texture is applied with addional stars/planet/moons billboard textures.
- Position - Updated automaticly by map editor, should be always center of the map.
- Horizon - Height value, where horizon of sky dome will start.
- Horizon color - Color of the horizon
- Zenith - Height value, where will be zenith of sky dome.
- Zenith color - Updated automaticly by map editor, should be always center of the map.
Armies can be added by going into the MAP > ARMIES menu.
Add a team by pressing "+Team". By default, it will say "FFA". Below that, press the "+" button. This adds an army.
Note: These will be used by spawn points.
Spawn point is just a Blank Marker that has the same name as the Army. When editor find, that name is correct, it change marker graphic to commander icon.
When you created an army in the Armies section of the wiki, notice that it will say, "Army marker not found!". This is intended. You then have to sync the army(ies) with blank markers.
Navigate to the MARKERS menu and add a blank marker. Deselect the Blank Marker button and click on the marker you just created. Rename it to the corresponding army name, for ex. "ARMY_1".
Layers page allow you to hide or show markers of certain types. This is useful if you have a lot of different markers on the map, and don't want to see them all.
This is most often used when creating connections for PathNodes for AI. You can just hide everything other and show marker connections, to see connection between all nodes.
Props are just small objects on the map like trees and rocks, that can usually be reclaimed. They give mass and energy when reclaimed, so plan how you distribute them over your map, because it can change balance.
To create props click on + button or Tools/Resource browser to open the Resource Browser, and make sure that Category is changed to Props. Then just drag prop to the list on the left. You can put many props on the list, and when painting it will randomly chose one of them. You can also drop prop from browser into map to create it.
When props are selected, you can paint them by just draging mouse over map. You can modify brush size and strength buy UI slider on the left or by holding B or M keys on the keyboard.
Left Alt inverts brush, and allow you to erase props from the map. Strength value also works for erasing, so you can chose how fast it removes props.
If you want exact precision (for example for buildings) you can change brush size to 0 and use Snap to grid.
Props statistics show how much mass and energy can be reclaimed from all props on the map.
Prop list values
- X button - Remove prop from the list
- Scale - Random scale of the prop, this is ignored by the game, so leave it.
- Rotation - allow you to chose range of random rotation of each prop of that type. By default its
- Procent - Chance painting prop. When you have more than one prop on the list, you can chose how often each type spawns when painting.
* Load brush set - Import list of the props with their settings. * Save brush set - Export current prop list.
Units are not yet implemented in FAF Map Editor. Use official Map Editor to add or edit units on map.
Comand line arguments
Render Preview Image - If you want editor to only render preview image of map, then use this command. It allow to generate image with custom width and height. If you want image in png format, then image path need to end with "*.png". In other cases it will save with JPG compression.
-renderPreviewImage [Width] [Height] [ScenarioPath] [PngImagePath]
Map editor and game allows to have custom textures loaded from map folder. This works only for stratum textures and decals. Props can't be loaded, because game won't load blueprints from maps folder.
Create env folder in your map folder, and then inside create needed folders by their type. Note that ResourceBrowser will use Category to load from proper folder
- layers - Stratum texture
- props - Props assets. Editor will display and use them, but they will not work in game.
- decals - Decal textures
- splats - Splat decal textures
To find your resources in ResourceBrowser open select Map folder in Type dropdown.
Making custom resources work in FAF
Initial Map Upload
Because the FAF server automatically renames your folder, it can break the paths of custom resources you've set up. To ensure this doesn't happen follow these steps:
- Make sure the folder of your map has the same name as the .scenario file. For example /maps/New_Shiny_map.v0001/New_Shiny_map.scenario
- The server will rename your map folder into the scenario file name (at least it seems to) so if your scenario name differs from the folder name it will be renamed and broken.
- Make sure you don't have any spaces in your folder/scenario names
- Any spaces in scenario name will be replaced by underscore before being used as a map name so make sure there are none. Or alternatively you can have a map folder name with underscores and scenario file name with spaces but as a general rule it's easier to keep a habit of naming your folder and all the files inside of it exactly the same to minimize any potential issues.
- Remember when somebody told you that you don't have to add ".v0001" to your map folder name anymore since the server does it automatically? Well forget about that because if you want your map to properly function in the editor and upon uploading to FAF you have to make sure you manually add a version counter corresponding to your current version to the end of your map folder as well as to the scenario file. For example from "maps/New_Shiny_map/" to "maps/New_Shiny_map.v0001/"
Uploading a new version
FAF Map Editor have feature to prepare all files of new version for you. It will also update paths of custom assets and every path in scenario.lua. Just open the latest version of your map and click File/Save as new version. Files created like that can now be uploaded to Vault.