How to create a map

Source: Internet
Author: User

How to create a map
Hell Gate

Overview
This topic describes how to create a map of death! 2. Creating a map here is not just about modifying the script, but about creating a new map from the ground up.
This article will first introduce the structure of the map of the Death Squad 2, then roughly introduce the steps for creating a map, and point out the detailed steps of the Document location.

1. MAP Structure

After the data. PCK file is unbundled, it overwrites the content in the data folder.

This structure is revised on the basis of the structure given in document [2.

── Data
│ Parglobal. dat (numeric value, enemy clothing setting, number of bullets, number of items, shooting speed, etc)

Registrant-anims (calls of people and items)
│ *. An2 (model data of items that can be picked up on the map)
│ *. Ani (character action model data)

│ ─ ── Abi
│ *. Abi (character, item model and Image Library)

│ └ ── GRL
│ *. GRL (item Image Library)

Introduction-Briefing)
│ *. GRL (Level Task introduction image)
│ *. Bri (pass through animation)
├ ── Caraanim

Developers-creditos (developer information)

Symbol-fonts (in-game font files)

├ ── FX

├ ── Intendencia (background image of failed or failed tasks)

├ ── Interfaz (interface image and text group)
│ Manual. txt (task and help text)

├ ── Interludios

Macro-macros (macro library for MIS file generation)

Checkpoints-Misiones (level folder)
│ Misiones. dat (single-host task list, etc)
│ Misionesred. dat (connection task list, etc)

│ ─-Bu
│ Bu. BAS (Environment setting file)
│ Bu. GSC (Action Script setting file)
│ Bu. y64 (Level map display file)
│ Bu. MIS (main setting files for task settings, characters, items, skills, and so on)
│ Bu. STR (one of the level task display files)
│ Bue00.mbi (visual map of a small room)
│ Bue00.sec (logical map of a small room)
│ Buex. Ma2 (covering large maps)
│ Buex. Sec (Physical Map of big map)
│ Manual_libreta_bu.msb (the second is displayed in the task list)
│ Pgr_bu.msb (starts to load image settings)
│ Bu_objetivos.txt (task help setting 2)

│ ├ ── CZ (the content of the following folders is the same as the bu file structure, so it is omitted)
│ ─ ── ECL
│ W.hl
│ Sampled-is
│ ─ ── Kw
│ ─ ── Pa
│ Sampled-Pt
│ ├ ── Ry
│ ─-Sb
│ Sampled-SH
│ ─ ── TK
│ Ubun── tu01
│ ├ ── Tu02
│ Ubun── tu03
│ ─ ── Tu04
│ ─ ── Tu05

├ ── Objetosespeciales

├ ── Parametrica

Invalid-red

Audio-sonidos (sound folder)

│ └ ── ESA
│ Esa. MSB (sound settings for team members and allied soldiers)

── Str
│ Global. STR (Level name, team member backpack, item name, etc., text display file

└ ── Wofip
Tst. arlc (main menu screen)
*. Pop (title, end, pass video)

Note the following levels in the data \ Misiones Folder:
Y64, SEC, Ma2, MBI, MIS, Bas, GSC
And the following files in the data \ anims Folder:
Ani, Abi, GRL

The following describes
These formats are expanded.

Misaligned basw.gscare bsmbformat scripts, which can be converted to text files using bsmbdecodershell.exe.
MIS is the main script file of the game level. All other files are read from here. It mainly contains information about the enemy and me in the scenario, the initial position of the object, the ability, and the backpack.
BAS is an environment setting file for game levels, mainly including the logic information of pole wires and the position of wire wires. This file is referenced in the MIS file and can be integrated into the MIS file as a whole.
GSC is an Action Script file for game levels, mainly including enemy patrol routes and triggers (controlling game targets, etc ). This file is referenced in the MIS file and can be integrated into the MIS file as a whole.

Y64, Ma2, and MBI are all display maps.
MBI is a pure 3D map that contains information about a triangle or quadrilateral model and a texture. It is mainly used for displaying the room. The static Lighting Effect in the room is pre-rendered to the texture.
Y64 and Ma2 are 2D maps.
Y64 contains the original 3D model of the four directions of the camera height of 40 degrees of positive projection of several resolutions of the image.
Ma2 contains original 3D models covering objects above the ground in these directions. Divide the objects in the original 3D model into several distance ranges based on the distance from the screen. Each interval is projected into the screen to obtain the surface, then place these patches at the starting position of the original distance range. The Patches Obtained from this process are called the covering of objects. Through masking, the game can Virtualize 3D effects.
The information contained in MBI can generate the corresponding y64 and Ma2, but no tools are available to achieve this.

The SEC is a logical map.
The SEC controls the walking range of a person, the collision between the person and the object, and the voice of the person walking on the map block.
The polygon representation in the SEC is different from that in the MBI. The polygon in the SEC can be regarded as a prism that highlights the ground. Its top surface is the polygon and its side is a trapezoid perpendicular to the ground, the bottom is the normal projection of the Polygon on the ground.

Ani is a script file in bsmb format, Abi is a dynamic image file, and GRL is a static image file.
The actions of a character are described by ani referencing Abi. The use of Character Images is in the MIS file.

2. Current Situation of map Modification

Currently, existing map modifications are mainly concentrated on the modification of MIS, Bas, and GSC files. I will not consider it here. Ani is a text format and is not considered.

The other six formats, the current format analysis, have completely Parsed the y64, SEC, Ma2, MBI, GRL five formats, basically Parsed the ABI format.

From the perspective of tools that have been completed, you can modify the format of SEC, MBI, and GRL perfectly. You can modify the format of y64.

In addition, there is a form of H2O to be analyzed to describe the flow of water in the game.

Steps for modifying a map

The steps for modifying a map are described below.

1) obtain the 3D model and texture of the Allied forces from the existing MBI.
See [3]: "How to export an MBI file to an OBJ file" and "how to import an OBJ file to 3DS MAX 8.0 ".
This step can be omitted.

2) use 3dsmax to create a 3D Visual Model of a map and create a texture.
The texture must be in GIF format. The texture size can only be 128*128 or 256*256.
The number of vertices is limited to 32768, and the number of textures is limited to 256.

3) convert the OBJ file to generate MBI.
See [3]: "How to export an OBJ file from 3DS MAX 8.0 to generate an MBI File ".
In addition, see the example of the OBJ file to be converted under SRC \ examples \ ex01.mbi. Files.

4) use 3dsmax's "squeeze" Operation and trim to obtain the physical model (rough model ).
Note:
The polygon representation in the SEC is different from that in the MBI. The polygon in the SEC can be regarded as a prism that highlights the ground. Its top surface is the polygon and its side is a ladder perpendicular to the ground.
Shape, the bottom is the normal projection of the Polygon on the ground. Divide these edges into three types: top side, bottom side, and side. The side refers to the edges that remove the top side and the ground side from all sides.
Make sure that the top side is not perpendicular to the ground (X! = 0 or y! 0), the bottom side is on the ground (Z = 0), and the side is perpendicular to the ground (x = y = 0 ).
All sides are perpendicular to the ground and do not have to be drawn in the model. However, the top and bottom vertices on the side (except for the zcoordinate, X and Y correspond to the same points) must exist.
That is to say, an area protruding from the ground must have a blank part of its projection on the ground. In addition, two adjacent blocks protruding from the ground must be separated by the correct method.
Finally, all polygon must be convex polygon.

5) convert the OBJ file to generate the SEC.
See [3]: "How to export an OBJ file from 3DS MAX 8.0 to generate an SEC File ".
In addition, see the example of the OBJ file to be converted under SRC \ examples \ ex01.sec. Files.

6) Create the corresponding terrain script bas for the map.
See [1] [2].

7) Create the corresponding primary script MIS and Action Script GSC for the map.
See [1] [2].
Note that the file name and Directory Name of the main script must be the existing Directory Name of allied 2, but the file name and directory name can be different.

In this way, a complete level is created.

Conclusion 4

LocalCompositionPlease contact me at the following URL if you have any questions.
Http://www.cnblogs.com/Rex/Contact.aspx? Id = 1

The documents mentioned in this article provide paths that can be found in the source file package of the "development toolbox of the leaders of the Alliance.
The URL is displayed on the corresponding URL. If other documents cannot be found, contact me for help.

References:
[1] basic tutorial on modifying the death squad, URF (faqy), hellman, 2003
[2] The Allied Death Squad 2 • modified tutorial supplement, wyel2000, 2007, http://bbs.cga.com.cn/BBS_content/65/2007/9/2/939824.asp? Tid = 939824
[3] OBJ import and export procedure, neoragex2002, warehouse of Hell, 2008, Src \ doc \ obj_convertprocedure.zh.htm
[4] For commandos II: 3 key files 'data ureures, 2006,2006,, 2007,invox4c2_3keyfiles.doc
[5] For commandos II: 2 auxiliary files 'data ureures, 2006,,2008 invox4c2_2auxfiles.doc
[6] death squads 2 and 3 y64 file format tables, warehouse of hell, Src \ doc \ comm2_y64.zh.htm
[7] death squads 2 and 3 sec file format table, warehouse of hell, Src \ doc \ comm2_sec.zh.htm
[8] death squads 2-Ma2 file format table, pjb (website lawyer), hellman, Src \ doc \ comm2_ma2.zh.htm

 

 

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