Using the MapEditor: Difference between revisions

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'''On this Page i will write down the i found about Map Editing. First its all about the correct Folder Setup to work with loose Files.'''
'''On this Page i will write down the things i found about Map Editing. First its all about the correct Folder Setup to work with loose Files.'''


'''Currently there are Issues with Loose Files and using the current Debug Binaries so best is for now use old Debug Binaries from 2019.'''
'''Currently there are Issues with Loose Files and using the current Debug Binaries so best is for now use old Debug Binaries from 2019.'''
'''Screenshots for the different Parts of the Tutorial will follow within next days'''
'''If somone has some knowledge about Pyton it would be great if someone could make a working .geo importer/exporter for Blender.'''




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Folder Structure should look like that for Data and Serverdata, all other regular folders must exist in Root directory too
Folder Structure should look like that for Data and Serverdata, all other regular folders must exist in Root directory too


* Root Folder
*Root Folder
** Data
**Data
*** bin
***bin
*** defs
***defs (keep the regular content of this def folder do not clone the serverdata/defs to it)
*** fonts
***fonts
*** geobin
***geobin
*** maps
***maps
*** object_library
***object_library
*** player_library
***player_library
*** scenes
***scenes
*** scripts_loc (only with Folder and Content Lua and ZoneEvents)
***scripts.loc (only with Folder and Content Lua and ZoneEvents)
*** server
***server
*** shaders
***shaders
*** sound
***sound
*** specs
***specs
*** texts
***texts
*** texture_library
***texture_library
*** tricks
***tricks
* Serverdata
*Serverdata
** AccountServer
**AccountServer
** AIScript
**AIScript
** cloth
**cloth
** customwindows
**customwindows
** Defs
**Defs
** ent_types
**ent_types
** fx
**fx
** lods
**lods
** maps
**maps
** menu
**menu
** piggs (only empty directory)
**piggs (only empty directory)
** scripts (Same content as scripts_loc)
**scripts (Same content as scripts_loc)
** scripts_loc
**scripts.loc
** sequencers
**sequencers
** server
**server
** sound
**sound
** specs
**specs
** texts
**texts
** tricks
**tricks


'''Important is Changes you make in serverdata tricks, texts, specs must be copied to the Data folder too. All Maps you want to Edit must exist in Data/maps too.'''
'''Important is Changes you make in serverdata tricks, texts, specs must be copied to the Data folder too. All Maps you want to Edit must exist in Data/maps too and after saving a map in editor copy the changed files from serverdata/maps to data/maps.'''  


In your Config files for the Server you can disable in loadbalancershardspecific .cfg every other process only keep Mapserver, TurnstileServer, AccountServer , Chatserver and Missionsserver active.
In your Config files for the Server you can disable in loadbalancershardspecific .cfg every other process only keep Mapserver, TurnstileServer, AccountServer , Chatserver and Missionsserver active.
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Next will be  
Next will be  


Basics about Map Editor  
[[Basics about Map Editor]]


Adding Spawns to a Map
[[Adding Spawns to a Map]]


Adding / Changing Map Transfers from Tunnels or Hazard Doors
[[Adding / Changing Map Transfers from Tunnels or Hazard Doors]]


Adding Contacts to a Map
[[Adding Contacts to a Map]]

Latest revision as of 05:42, 3 June 2021

On this Page i will write down the things i found about Map Editing. First its all about the correct Folder Setup to work with loose Files.

Currently there are Issues with Loose Files and using the current Debug Binaries so best is for now use old Debug Binaries from 2019.

Screenshots for the different Parts of the Tutorial will follow within next days


If somone has some knowledge about Pyton it would be great if someone could make a working .geo importer/exporter for Blender.


First is you need a 100% working loose file Setup thats not the "Binning Setup" you can download.

Loose File Setup means no Piggs only the raw files and Debug Binaries to read from this files.

Loose Files need modified Folder Structure from a "only binning" setup or a regular server.

Folder Structure should look like that for Data and Serverdata, all other regular folders must exist in Root directory too

  • Root Folder
    • Data
      • bin
      • defs (keep the regular content of this def folder do not clone the serverdata/defs to it)
      • fonts
      • geobin
      • maps
      • object_library
      • player_library
      • scenes
      • scripts.loc (only with Folder and Content Lua and ZoneEvents)
      • server
      • shaders
      • sound
      • specs
      • texts
      • texture_library
      • tricks
  • Serverdata
    • AccountServer
    • AIScript
    • cloth
    • customwindows
    • Defs
    • ent_types
    • fx
    • lods
    • maps
    • menu
    • piggs (only empty directory)
    • scripts (Same content as scripts_loc)
    • scripts.loc
    • sequencers
    • server
    • sound
    • specs
    • texts
    • tricks

Important is Changes you make in serverdata tricks, texts, specs must be copied to the Data folder too. All Maps you want to Edit must exist in Data/maps too and after saving a map in editor copy the changed files from serverdata/maps to data/maps.

In your Config files for the Server you can disable in loadbalancershardspecific .cfg every other process only keep Mapserver, TurnstileServer, AccountServer , Chatserver and Missionsserver active.

The Startparameter for Mapserver.exe should look like this so change that Entry in Loadbalancershardspecific.cfg and in servers.cfg. To make that work create a copy of Mapserver_debug.exe and rename it to Mapserver.exe so that both Mapserver Files in your Root are Debug Versions.

Command "mapserver.exe -verbose -imanartist -nosharedmemory"

After that you can start your Mapping Server with manual start of Auth Server, DB server and Mapserver. it will take some time to start and possible it show you some errors about missing tricks or spawns you can read the Errors in /logs/mapserver/error.log. But this Errors are not a big Problem for now so next start your Debug Client.

To start it use the following command the old 2019 Binaries had a Ouroboros_test.exe and this one you need now

Ouroboros_Test.exe" -auth 127.0.0.1 -noversioncheck -console

After you are ingame open chat and type /can_edit 1 and push enter, after that you can open and close the Map Editor with the E key. If you open it first thing you should do is in the right lower window open File and disable Auto Save (if you later restart your Client you need to disable it again)

Next will be

Basics about Map Editor

Adding Spawns to a Map

Adding / Changing Map Transfers from Tunnels or Hazard Doors

Adding Contacts to a Map