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 Guide/ NEW Map Making Tutorial

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Witacha
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Game username : Witacha
Server : Land Of The Wolves(Owner)
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Age : 18
Location : France

PostSubject: Guide/ NEW Map Making Tutorial   Sun Mar 15, 2015 9:33 pm

Hey folks ! Welcome to my own Map Making Guide/Tutorial.
Before we start I would like you to check two other Map Making Tutorial that are really helpful and great:

IT Map Making Tutorial
and
From FH to IT - Easy Mapmaking Guide!

This tutorial will be similar to these but still different because I have my own way to make map.
So first here's the tools you must download:

GeoGen Studio: https://code.google.com/p/geogen/
Tutorial Download (Provided by Sly'):  http://www.mediafire.com/?e2tfa96f5fj7v3j
Photoshop: "Buy" it
(or download Gimp) http://www.gimp.org/downloads/
Paint.NET: http://www.paint.net/
WinZip: http://www.winzip.com/prod_down.htm
WinRar: http://www.rarlab.com/download.htm
____

CHAPTER 01- Name your Map,The Height Map,The Terrain,Textures and Masks,Edit your files
____

Alright so once you downloaded the "Tutorial Download" you should have this:
Spoiler:
 

So basically I always start by editing the blankterrain.png, so open it with Photoshop, i'll do something random like a mountain or something so it will look like this (all the information about the color are written on the file):
Spoiler:
 

Oh but wait how does it look like in-game ?! hey ! remember? You had to download a software called Geogen Studio and guess what? It actually show you how the map looks like !

So Open GeoGen Studio:

Spoiler:
 

Click on "3D view"
Spoiler:
 

Then go into your folder called "YourMapName" and select "blankterrain.png" and place it in 3D view:
Spoiler:
 

Boom ! wow incredible ! as you can see at the top there's something called "Height Scale" it modify the height of your map.

So now that you know how your map will look like in-game you have to rename all the blank by the name of your map and of course the main Folder.

I will choose "Mountains"

Spoiler:
 
Spoiler:
 

Now open:

Mountains(yourmapname).world

You should find something like this:

Code:
[Initialize]
blankterrain.cfg
3000
3000
500 500 100
[WeatherCycle]
Starfall
[WeatherCycle]
RainStarfall
[WaterPlane]
1000 65 770
20
20
Terrain/blankwater
water1.wav

Replace blank by your map name, I will replace by Mountains

Code:
[Initialize]
Mountainsterrain.cfg
3000
3000
500 500 100

[WeatherCycle]
Starfall

[WeatherCycle]
RainStarfall

[WaterPlane]
1000 65 770
20
20
Terrain/Mountainswater
water1.wav

Yes I separated them by a space because it's too messy if I don't.

"3000
3000" correspond to the size of your map

"500 500 100" correspond to the area of your map (basically where you can and can't run)

"[WaterPlane]
1000 65 770 ( x y z); I always edit y for the amount of water.
20
20"

Alright so now open

"Mountains(yourmapname)terrain.cfg"

Code:
PageSource=Heightmap
Heightmap.image=blankterrain.png
PageSize=513
TileSize=65
MaxPixelError=3

PageWorldX=3000
PageWorldZ=3000
MaxHeight=300

MaxMipMapLevel=5
VertexProgramMorph=yes
LODMorphStart=0.2

CustomMaterialName=Terrain/blankTerrain
#

Replace blank by your map name

Code:
PageSource=Heightmap
Heightmap.image=Mountainsterrain.png
PageSize=513
TileSize=65
MaxPixelError=3

PageWorldX=3000
PageWorldZ=3000
MaxHeight=300

MaxMipMapLevel=5
VertexProgramMorph=yes
LODMorphStart=0.2

CustomMaterialName=Terrain/MountainsTerrain
#

"PageWorldX=3000
PageWorldZ=3000
MaxHeight=700"

These are REALLY important, if you don't write 3000 on the PageWorldX and PageWorldZ like in the Mountains.world your map will be completly White !

Oh and for "CustomMaterialName=Terrain/MountainsTerrain" if you forget "Terrain" It will crash.

Now open "Mountains(yourmapname).material" with notepad++

Code:
material Terrain/blankTerrain
{
    receive_shadows on
    technique
    {
        pass
        {
            lighting off
            texture_unit
            {
                texture MainTerrainTexture.jpg
                scale 0.025 0.025
            }
        }
 pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture blankterrainmask1.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture Texture1.jpg
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }
        pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture blankterrainmask2.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture texture2.png
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }
    }
}
material Terrain/blankwater
{
 technique
 {
 pass
 {
 lighting off
 cull_hardware none
 cull_software none
 scene_blend alpha_blend
 depth_write off

 texture_unit
 {
 texture blankwater.png
 scale 2.5 2.5
 scroll_anim -0.01 -0.01
 rotate 90
 }
 texture_unit
 {
 texture blankwater.png
 scale 2.5 2.5
 scroll_anim -0.01 -0.05
 rotate 180
 }
 }
 }
}
material Portal/Blank
{
 receive_shadows off
 technique
 {
 pass
 {
 lighting off
 scene_blend add

 texture_unit
 {
 texture portalBlank.png
 env_map spherical
 rotate_anim 0.01
 }
 }
 pass
 {
 lighting off
 scene_blend modulate

 texture_unit
 {
 texture portalBlank.png
 env_map spherical
 rotate_anim 0.1
 }
 }
 }
}

Yeah that's very long.
So like the two other replace blank by yourmapname:
(To be easier to edit CTRL+F search for Blank and paste "yourmapname")

Code:
material Terrain/MountainsTerrain
{
    receive_shadows on
    technique
    {
        pass
        {
            lighting off
            texture_unit
            {
                texture MainTerrainTexture.jpg
                scale 0.025 0.025
            }
        }
 pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture Mountainsterrainmask1.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture Texture1.jpg
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }
        pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture Mountainsterrainmask2.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture texture2.png
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }
    }
}
material Terrain/Mountainswater
{
 technique
 {
 pass
 {
 lighting off
 cull_hardware none
 cull_software none
 scene_blend alpha_blend
 depth_write off

 texture_unit
 {
 texture Mountainswater.png
 scale 2.5 2.5
 scroll_anim -0.01 -0.01
 rotate 90
 }
 texture_unit
 {
 texture Mountainswater.png
 scale 2.5 2.5
 scroll_anim -0.01 -0.05
 rotate 180
 }
 }
 }
}
material Portal/Mountains
{
 receive_shadows off
 technique
 {
 pass
 {
 lighting off
 scene_blend add

 texture_unit
 {
 texture portalMountains.png
 env_map spherical
 rotate_anim 0.01
 }
 }
 pass
 {
 lighting off
 scene_blend modulate

 texture_unit
 {
 texture portalMountains.png
 env_map spherical
 rotate_anim 0.1
 }
 }
 }
}

There is one thing that you MUST always edit in your "yourmapname.material"

Code:
material Terrain/Mountainswater
{
 technique
 {
 pass
 {
 lighting off
 cull_hardware none
 cull_software none
 scene_blend alpha_blend
 depth_write off

 texture_unit
 {
 texture Mountainswater.png
 scale 2.5 2.5
 scroll_anim -0.01 -0.01
 rotate 90
 }
 texture_unit
 {
 texture Mountainswater.png
 scale 2.5 2.5
 scroll_anim -0.01 -0.05
 rotate 180
 }
 }
 }
}

You see this? Well your water will look extremely weird.
How ? well like this:

Spoiler:
 

EW. yeah. You probably don't want that right?
Well here's the solution !

replace
Code:
texture_unit
 {
 texture ElephantGraveyardwater.png
 scale 2.5 2.5
 scroll_anim -0.01 -0.01
 rotate 90
 }
 texture_unit
 {
 texture ElephantGraveyardwater.png
 scale 2.5 2.5
 scroll_anim -0.01 -0.05
 rotate 180
 }
 }
 }
}

by

Code:
texture_unit
 {
 texture ElephantGraveyardwater.png
 scale 0.05 0.05
 scroll_anim -0.03 -0.05
 rotate 90
 }
 texture_unit
 {
 texture ElephantGraveyardwater.png
 scale 0.05 0.05
 scroll_anim -0.05 0.01
 rotate 90
 }
 }
 }
}

And then:

Spoiler:
 

Wooo better now !

Next step ! Masks and Textures !
You must have your own new textures, So I delete "MainTerrainTexture.png, Texture1.jpg and Texture2.png"

I have my personal Texture Folder in the trees folder, you should do the same it's easier than copy paste the texture into your map folder.

If you want to create a Personal Texture Folder go into

Client>media>trees
create a folder called "Textures"
Then go to Client and open "resources.cfg"
search for "FileSystem=media/trees"
then write down "FileSystem=media/trees/Textures"

It should look like this:

Code:
FileSystem=media/trees
FileSystem=media/trees/Textures

Alright so now just put some textures that you can find on deviantart,feralheart, or in your default folder.

Now we are going to take for example a file called "african_grass.jpg" and we are going to open
Mountains(yourmapname).material and find this line:

Code:
material Terrain/MountainsTerrain
{
    receive_shadows on
    technique
    {
        pass
        {
            lighting off
            texture_unit
            {
                texture MainTerrainTexture.jpg
                scale 0.025 0.025
            }
        }

Replace "MainTerrainTexture.jpg" by "african_grass.jpg"
ALWAYS MAKE SURE THAT YOUR FILE NAME CORRESPOND TO THE MATERIAL
Because if you write "african_grass.png" and your file is called ""african_grass.jpg" your map will appear with a white texture.

And do the same with "Texture1.jpg" and "Texture2.png"

So now that your done editing the material file
(Mine look like this)
Code:
material Terrain/MountainsTerrain
{
    receive_shadows on
    technique
    {
        pass
        {
            lighting off
            texture_unit
            {
                texture african_grass.jpg
                scale 0.025 0.025
            }
        }
 pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture Mountainsterrainmask1.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture caveTex2.jpg
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }
        pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture Mountainsterrainmask2.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture desertsand2.jpg
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }
    }
}
mat

We are going to modify the masks ! alright so open
"Mountains(yourmapname)terrainmask1.png", "Mountains(yourmapname)terrainmask2.png" and
"Mountainsterrain.png" on Photoshop or Gimp.

Now that your files are open in PS or GP you have to copy and paste your terrain.png below of  the layer of the Mask1 and Mask2 so it should look like this:

Spoiler:
 

Alright so now we know that "Mountainsterrainmask1.png" correspond to the texture called "caveTex2.jpg"
Code:
pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture Mountainsterrainmask1.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture caveTex2.jpg
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }

And that "Mountainsterrainmask2.png" correspond to the texture called "desertsand2.jpg"

Code:
pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture Mountainsterrainmask2.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture desertsand2.jpg
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }
    }
}

So now go back to Photoshop and draw where you want your texture at.
By the way your layer must be the same name of the original which means when you opened mask1 the layer was called " Layer 0" well it must be the same or it will not work. (same for the terrain)

Mine will look like this:

Spoiler:
 

"But how do I add one more mask?"

Well that's very simple ! open your .material
Go to the second line of the "material Terrain/Mountains(yourmapname)Terrain"

Code:
pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture Mountainsterrainmask1.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture caveTex2.jpg
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }
        pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture Mountainsterrainmask2.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture desertsand2.jpg
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }
    }
}

Copy and paste

Code:

 }
        }
        pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture Mountainsterrainmask1.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture caveTex2.jpg
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current

Below

Code:
pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture Mountainsterrainmask2.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture desertsand2.jpg
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }
    }
}

So it shoud look like this:

Code:
material Terrain/MountainsTerrain
{
    receive_shadows on
    technique
    {
        pass
        {
            lighting off
            texture_unit
            {
                texture african_grass.jpg
                scale 0.025 0.025
            }
        }
 pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture Mountainsterrainmask1.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture caveTex2.jpg
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }
        pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture Mountainsterrainmask2.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture desertsand2.jpg
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current
    }
         }    
 pass
        {
            lighting off
            scene_blend alpha_blend
            depth_func equal
            texture_unit
            {
                texture Mountainsterrainmask1.png
                alpha_op_ex source1 src_texture src_texture
                colour_op_ex source2 src_texture src_texture
            }
            texture_unit
            {
               texture caveTex2.jpg
 scale 0.025 0.025
                colour_op_ex blend_diffuse_alpha src_texture src_current
            }
        }
    }
}

Rename "Mountainsterrainmask1.png" by "Mountainsterrainmask3.png" and choose another texture like "DryGrass.png"
Then go into your "yourmapname" folder and copy paste "Mountainsterrainmask2.png"
and rename it by "Mountainsterrainmask3.png" choose the color "green" and you have a new mask !

____

CHAPTER 02- Test Your Map in-game,Place Objects manually,Place Objects on FH

____

Alright ! So now that you're done with your main folder go into your terrain folder
and open Worlds.txt and add "yourmapname" below.

Now open your game, log in and make sure you have the power to use the command /goto or if not place the portal of your map in the default map by opening Default.world

Write ./position on the chat
It should show up something like this: 1235.89 427.65 1806.8

Now go back to your Default.world write below:

Code:

[Portal]
x x x position
25 size
name

Replace position by 1235.89 427.65 1806.8, the name by the name of your map, and use 15 for the size

Code:

[Portal]
1235.89 427.65 1806.8 (Or write 1235 427 1806)
15
Mountains

Save change dimension go into your portal or like I said before use
/goto Mountains(yourmapname)

Spoiler:
 

Yay it work ! oh but wait it look empty ! let's fix the amount of water shall we !

Code:
[WaterPlane]
1000 65 770
20
20
Terrain/Mountainswater
water1.wav

by

Code:
[WaterPlane]
1000 265 770
20
20
Terrain/Mountainswater
water1.wav

Spoiler:
 

Much better ! to be honest I don't like how the water looks like so personally I edit it on Photoshop and I lower the opacity add the same colour by a new layer below and lower the opacity too and I edit again the material file and replace 0.5 0.5 by 0.05 0.05 and I replace rotate 180 by rotate 90:

Before:
Code:
material Terrain/Mountainswater
{
 technique
 {
 pass
 {
 lighting off
 cull_hardware none
 cull_software none
 scene_blend alpha_blend
 depth_write off

 texture_unit
 {
 texture Mountainswater.png
 scale 0.5 0.5
 scroll_anim -0.03 -0.05
 rotate 90
 }
 texture_unit
 {
 texture Mountainswater.png
 scale 0.5 0.5
 scroll_anim -0.05 0.01
 rotate 180
 }
 }
 }
}

After:

Code:
texture_unit
 {
 texture Mountainswater.png
 scale 0.05 0.05
 scroll_anim -0.03 -0.05
 rotate 90
 }
 texture_unit
 {
 texture Mountainswater.png
 scale 0.05 0.05
 scroll_anim -0.05 0.01
 rotate 90
 }
 }
 }
}

Result:

Spoiler:
 

Okay now let's place Objects into our map ! I will choose a Willow tree.
Open your .world file and write

"[Object]
YourObject.mesh
x x x< the position
5 5 5<the scale
0 0 0<the rotation"

My mesh is Called "Willow.mesh"
For the position go into your game click on the chat and write:
/position
It should show up something similar to this: 1466.62 694.51 1881.05

Now that you have all the informations write:

"[Object]
Willow.mesh
1466.62 694.51 1881.05 (you can write 1466 694 1881 it's easier than write all the entire thing)
5 5 5
0 0 0"

Save and change dimension:

Spoiler:
 

Note: You can use /savechat NAME if you used several time /position
It will appear into your client folder like this:

Code:
Connecting to Server --
#
Connected.
---Mountains---
Position is 1341.73 700 1805.55
Position is 1327.75 700 1882.01
Position is 1413.91 700 1793.81

Next to "is" it's the position.

Let's add some particle now !
Go into your world. file and write

"[Particle]
NAME OF THE PARTICLE YOU WANT , DONT ADD.PARTICLE
x x x <position
0 0 0 <rotation"

Go to: Client>media>Particle and take for example "bonfire.particle"
Go into your game re-type /position

"[Particle]
Bonfire
1425 697 1879
0 0 0"

Capitalize the first letter or it will not work. (it crash the game)

So now that you know how to add Mesh to your map you will probably ask me:

"Wait but If I want to add a bunch of Tree into my map I must do it manually ??"

No you can use FH too, that's what I usually do if I want to do a Forest or something y'know.
So Go to your Feral Heart folder
FeralHeart>media>terrains>default
Copy and paste your .terrain into the default folder of FH

Spoiler:
 

Open FeralHeart, click on Tools then Map Maker;
Then click on "World"

Below "Terrain Height Map" there is written
"defaultTerrain.png" replace it by Mountains(yourmapname)terrain.png

Spoiler:
 

Then for Width -> PageWorldX=3000 and PageWorldZ= 3000
Width: 3000
and Height -> MaxHeight= 700
Height: 700

Spoiler:
 

Now check the box called "Ocean"
and next to "Ocean Height" add "265"

"[WaterPlane]
1000 265 770
20
20
Terrain/Mountainswater
water1.wav"

Spoiler:
 

Now click on Map:

Map Name: Mountains (yourmapname)
Map Display Name: Mountains (yourmapname)

Then click on "save" and "export"

Good ! now let's add some Trees !
Go to Objects select "MyTrees"
click on "FirTree" then click on "New Object"

Spoiler:
 

First Part- Feral Heart To Impressive Title via .cfg

Select "FirTree" go to "Controls" then click on the arrow next to "Yaw"
You will probably ask why? well if you want to use NewTrees.cfg via FeralHeart you HAVE to use Yaw so it will write in the Object.cfg on the FH folder something like that:

"1632.94 285.399 355.729;1 1 1;0.996339 0 0.0855039 0"
These are REALLY important. If you don't have them in your Object.cfg it will not work in your map. So if it show something like: "1653.16 285.435 272.236" just Nope.

Alright now place your FirTree, yaw it and click on C via controls or on your keyboard.
(If you don't want to repeat the same thing just copy paste the object);

Spoiler:
 

Now that your done placing your objects click on "Export"
Then go; FeralHeart>Media>Terrains and search for your Map Name so mine is mountains
Open it and you should find something like this:

Spoiler:
 

Copy and Paste "Mountains(yourmapname)Objects.cfg" into your map folder so for me "Mountains".

Rename "MountainsObjects.cfg" to "MountainsTrees.cfg" open it you will find something like
"[MyTrees/FirTree]" rename it to "firTree.mesh" (Name.mesh from your game)

Now open Mountains(yourmapname).world
And write

"[NewTrees]
NAMETrees.cfg"

to

"[NewTrees]
MountainsTrees.cfg"

Save and then go back into your game and see if it work.

Spoiler:
 

Good job ! If you want to resize them just open your Trees.cfg
find something like this:

"1551.28 285.281 249.268;1 1 1;0.964973 0 0.262358 0"
-> ;1 1 1; is the size !

Second Part- Feral Heart To Impressive Title via .world

For this part you don't need to use "Yaw"
So place your Objects like before, export and open yourmapnameObjects.cfg and open yourmapname.world

Add

"[Object]
.mesh
0 0 0
1 1 1
0 0 0"

For example when you opened your .cfg you should find something like this if you didn't use "yaw"

Code:
1551.28 285.281 249.268;1 1 1;

"1551.28 285.281 249.268" <- position
";1 1 1;"<- size

"[Object]
firTree.mesh
1551.28 285.281 249.268
1 1 1
0 0 0"

Save and poof it work ! To be honest if you do it this way it's gonna waste 10 minutes only if you
put like 30 trees but if it's just for maybe bush and rock which is like maybe 10 ? it's fine I recommand this method for bushes and rocks only.

____

CHAPTER 03- Add Codes into .world such as Collbox,Grass Density(...)
____

First Part: Grass Density

Such as [NewTrees] you can add Bushes ! it's basically the same thing.

"[NewBushes]
NAMEBushes.cfg"

But wait ! you can add grass too ! how cool is that ? Alright so go into your default folder you should find something like "grassdensitymap.png"
Copy and paste it into your map folder rename it to "mountains(yourmapname)grassdensitymap.png"

Open it into Photoshop and your terrain.png too.
They are two colors that you have to use: Black and White

Black: Area with no Grass
White: Area With Grass

Copy paste your terrain.png below the layer 0 and draw where you want and don't want your grass at then save it:

Spoiler:
 

Then open .world and add

"[Grass]
grass <- material
NAMEgrassdensity.png
grass_tex.jpg <- texture"

Go to client>media>grass
choose the one you want for example I want the greenGrass.png I open grass.material and I search it's material "material greenGrass"

"[Grass]
greenGrass
mountainsgrassdensity.png
greenGrass.png"

Spoiler:
 

"Oh but how did you got this amount of grass into your map??"

Good question ! go take a look right here:
http://www.kitopen.com/t2502-grass-density-solved?highlight=density

"How do you make your own Texture?"

Here's a wonderful Tutorial made by Draak:
http://www.kitopen.com/t1607-so-you-want-to-retexture

Second Part: Coll Box

Let's add some rocks into our map ! repeat the same method as the Chapter 02!

"[Object]
rock.mesh
1341 700 1805
1 1 1
0 0 0

[Object]
rock.mesh
1327 700 1882
1 1 1
0 0 0

[Object]
rock.mesh
1413 700 1793
1 1 1
0 0 0"

Spoiler:
 

As you can probably notice you go through them well let's fix this !
Open your .world and add:

"[CollBox]
x x x <-position
x x x<-size"

Spoiler:
 

"[CollBox]
1341 707 1804
20 7 20"

20<-length 7<-height

Spoiler:
 

____

EXTRA CHAPTER
____

If you want your map with a "space" like Dead Mountains you have to rename your folder by
"Dead Mountains" and .world "Dead Mountains.world" and for the rest of the files by "DeadMountains"

If you want to do a Cave you have to add:

"[Interior]
500 <- height
Terrain/BlankTerrain" into your .world file.

If you want to share your map don't forget to include:

-The main files such as .world .material .cfg
-The Textures
-The Meshes with their Scripts,Textures

_________________________________________

Also I do Map Commissions !

http://www.kitopen.com/t3024-witacha-s-commissions-open

If you have any issue with your map before posting anything make sure you checked how you named  the files if you didn't wrote .jpg by .png or if you forgot to add your map name into World.txt or you deleted /Terrain.

I know that making maps is not easy but if you practice you will be able to make whatever you have in mind but remember that Impressive Title is not the best game to make realistic maps.
Feral Heart is very different from IT so I would not recommend you to make your map on FH then convert it into IT, why? because the size of the meshes are different and you will have to re-code all the meshes into .world if you don't use "yaw".

Anyway I hope this Tutorial will be helpful for those who want to do maps.
(UPDATED)


Last edited by Witacha on Tue Dec 29, 2015 9:34 pm; edited 4 times in total
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Witacha
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PostSubject: Re: Guide/ NEW Map Making Tutorial   Sun Mar 15, 2015 9:34 pm

(solvednvm)


Last edited by Witacha on Mon Mar 16, 2015 1:15 am; edited 1 time in total
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PostSubject: Re: Guide/ NEW Map Making Tutorial   Sun Mar 15, 2015 11:08 pm

Brilliant, I cannot thank you enough.
Thanks Witacha! You're a great help.
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PostSubject: Re: Guide/ NEW Map Making Tutorial   Tue Mar 17, 2015 10:38 am

Arzulent wrote:
Brilliant, I cannot thank you enough.
Thanks Witacha! You're a great help.

Thanks ! Glad it helps !
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PostSubject: Re: Guide/ NEW Map Making Tutorial   Wed May 27, 2015 8:07 pm

UPDATE//: I did another tutorial for those who need to convert objects for their maps !

http://www.kitopen.com/t3407-how-to-convert-objects-in-blender-2-49b-for-impressive-title-map
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