The production of the map _ game

Source: Internet
Author: User
The production of a map

Overview:

Map making plays a very big role in the game, a good map editor determines the quality of a game. Most of the computer games on the world map are the following format, each coordinate represents the coordinates of the characters in the game.


However, in the map editor, the map is also made up of a lot of small figures. Since a large map will show a lot of repetitive graphs, we will present these as basic figures. The advantage of the basic figure is that it can be reused. This way we can repeatedly stitch together a larger picture with fewer pictures. The advantage of this is 1, reduce the number of pictures and disk capacity, 2, reduce the burden of graphics and memory, 3 speed up the game speed, 4, more reasonable use of resources. Of course, the shortcomings are also some 1, repeated use of the same figure, the screen will not look good, 2, the need for a large number of professional splicing.

Cutting Tools

According to the above, a perfect map of the production needs to use 1, cutting tools; 2, puzzle tools; 3 editor; 4 conversion tool (conversion between 3 tools).

First of all, we need to get the original image from the convey, and then use the cutting tool to carry out the cutting we need, the request is to be a multiple of 64*64,128*128,256*256, we can

In the picture specifications where you can select the format we want to cut, and then load the desired cut of the picture, the output of the ANI there fill out the game directory in the path. The title number is because there will be a lot of files ani to write in a ANI, so to prevent duplicate writes, open the ANI file that needs to be written, view the last number, and use this number plus 1 as the title start number. If the first cut is 0. The file name of the picture, you need to fill in the full path, this path is the path in the game, mask file folder name is generally mapobj in this folder with plants, scene terrain and other static objects. The folder name for the dynamic matte file is cartoon in general, the static picture of the multi-frame play continuously, the formation of dynamic pictures are put here; Map basic Element Placement folder name is puzzle. These folders are typically placed in the Data\map directory of the home directory, and the names of the subfolders in the folder are named according to the category. Pullze file name is the directory of the Cut image index file, we can use Chinese, so in the back of the puzzle will be very convenient. Picture numbers and digits are the digital specs that are automatically named in the folder.

Use note: In use 1, to determine the picture specifications for each cut are the same; 2, before cutting, we must look again ani the number is correct 3 The newly generated ANI also need to undergo DaiBuilder.exe format conversion, which can increase the speed at which the Map editor indexes the ANI during startup, and in fact, sometimes opening ANI in the map editor without the conversion will make an error. 4, the name of the folder and picture must be at a glance, placed rules. 5 files that are not BMP or TGA files are converted to this format.


Puzzle Tools (Puzzle.exe)

First of all we have just cut out of the puzzle file according to our needs to spell the module, and then use these modules and the original element splicing into a large map.

When stitching these modules 1, you need to turn on two puzzle.exe, one for select-Pick mode and the other for edit-fill mode. Shortcut keys ALT + TAB, you can quickly switch between the two to improve productivity. 2, we follow the schematic according to the size of the Puzzle.exe in the edit-fill mode to create a new jigsaw puzzle file, set the height and width, from the selection-pick "mode Puzzle.exe pick up the element, fill in the edit-fill mode of the Puzzle.exe." Then name the save. 3, it is best to keep a class of files separate from folders.

Stitching the big picture, the first to pay attention to 1, you have to spell how big map, in all diagrams, the units of the names are computed by the screen, and we must calculate the number of squares in the process of editing the map in order to determine the height and width of the newly established map, before making a new map, We must first figure out the size of the map so that we can use the new map when using the Puzzle.exe puzzle tool. For example, I do the figure of 200 screen, taking into account the whole map, so set for the 15*20 screen, so the height of the lattice: 15*800/128=94 width of the lattice: 20*600/128=94. 2, the puzzle when the reference map, but as far as possible to consider more, some of the changes in topography to be reasonable. Change the figure of the connection to twists and turns smooth, avoid square. 3, try not to use a kind of element in the same screen repeatedly, this will cause very ugly landform appearance. 4, when stitching, pay attention not to create a vertical line of things, that is not eliminating banding between the good reason.

Map Editor (Architect.exe)

Finally, we have to contact the map editor, before using the map editor, we have to do some preparation for the first step, your ANI has been written. This question is very strange, but it is very important. Your bottom picture Ani file is not wrong, but your mask ani. Before you do mask ANI, you should first note that a all mask size can not exceed 512*512, so more than 512*512 map needs to be cut, B and mask the size of the canvas must be 2 of the second side, if not, then go to Photoshop to modify and save, C All mask files must be changed to English and the number of mixed names, and it is best not to repeat the directory of the D mask file is placed under \data\mapobj\; e Remember if your filename contains a space-like error; F copy CoverAniMaker.exe file to \data \mapobj\, double-click Open, and then enter mapscene.ani,0. To start automatically generating ANI and INI files, after copying Mapscene.ani to the ANI folder, you need to convert ANI to DaiBuilder.exe. G, paste the generated INI into the Map.ini according to the serial number position. Finally remember to add the number of new mask objects to the Coveramount in the Map.ini. H Multi-Frame Dynamic Mask object ini Writing, need handwriting, specific wording please refer to map Editor-Getting started. I, all write well first do not rush to start, just build a map to see if all the masks can be shown, if not, you have to check the reasons, common mistakes are 1, file name repeat 2, file name in the middle of the 3,ani file does not convert 4, path error or no picture 5, The number of Coveramount Map.ini objects is not reset in the.

Next, we create a new map file, open a new map, select the whole map we just made, and his suffix is. Puzzle. Later stored in the store as a tmap file, so you can edit, but also a bit to note that the new map used puzzle files do not use the Chinese name, or edit the TMap file will not know the bottom map.

The third step masks the mask. When you add a mask to the map, the first point to initialize the mask, and then the map of the four-week mask, the rule is: 3 lines, the next two lines, the left and right lines, where the line refers to the complete mask in the grid calculation. A small range of fill masks just hold down the CTRL key and drag the mouse, and a large range of add masks can be dragged with the right key. The same is true for clear masks. In the Machine field map, the mask to play a bit more, because the aircraft war characters and monsters are robots, large size, mask hit less will be stuck in the map, or some will cause wear state phenomenon.

The fourth step masks the mask. Mask in the role of the map can not be underestimated, so in the mask to pay attention to some of the building's mask to repeatedly set the coordinates of the center of gravity, until the same time and the bottom of the map will not be blurred, when you choose the coordinates plus mask, remember to use the mouse on the Mask stroke scan, if the screen without shaking is accurate coordinates, Conversely, you can continue to adjust. Some of the trees have to remember to pay attention to the surrounding terrain, the desert area and the beach near the plant is different.

The fifth step is to hit the terrain. Terrain has a skill, first according to the characteristics of this map and terrain to some relatively few terrain characteristics first, and then modify the file in the TMap, modified to the corresponding terrain code can be, and then repeatedly modified until satisfied. In the terrain, sometimes encountered in the editor does not have the terrain, you need to fill in the Terrian.ini, the format in accordance with other existing terrain format, plus do not forget the top of the [file header information] The number of terrain to write right AH.

Sixth step height setting. Some people can walk in the game, but there is a high level where there is a noticeable change in height, in this way, when people walk will be thrown back, forward, reflecting the authenticity of the map, and in some people can not reach the place, such as the river and the mountains, cliff needs to play higher, the specific height of the game set to see, Because in some games are able to jump.

The seventh step is to check for changes. When you have completed the above steps, a complete map is finished, but we need to carefully review the changes. Let's zoom in on the map to see if there are any omissions and if there is a vertical line of stripes on the bottom map. Whether part of the local figure is the same, whether part of the mask, such as block masks are not hit, whether the mask is reasonable. Then we narrowed it down and checked to see if there was a mask leak, and the mask layout was reasonable and the whole map felt. Make subtle adjustments.

The eighth step fills in the Gache point, saves the map for TMap and Dmap format, completes.


Noun Explanation:

1,ani file

It is a record of a sequence of files, such a file will have the first paragraph of the statement to express the record type and quantity, the body is the number and the number represented by the path. By a scene of all the mosaic sequence, the character's action sequence can be used to express, load maps or load a character's action, only need to read the corresponding ANI can be.

2,ini file

Configuration files, often recorded as some of the most basic configuration, columns such as a monster's profile will record the monster's avatar, voice, model, texture, moving speed, etc. (some real-time games or 3D games will be recorded in the database). Also used for software configuration files.

3,puzzl

This is the tool of figure stitching, column such as fine art out 10 lattice, will these 10 lattice draw in a diagram, each lattice has 64*64 size, then we 64*64 size division will get 10 64*64 small picture. These small images exist in the client, each with a number, and then we use these 10 squares to map the puzzle. Maps have coordinates, so you can record small pictures of coordinates, so. When a map comes out, how many coordinates corresponding to the number of small pictures, the client can follow this to show the picture.

4, screen

This is the unit in the 2D game that represents the size. A screen has a 800*600 pixel size.

5,mapobj

The folder for the objects and masks.

6,tmap and Dmap

Each company is not the same name, in fact, is the editor to understand the files and client-aware files. The coordinates of the scene are recorded, the coordinates correspond to the ANI (the graph element Path), the mask of the coordinates, the masks, etc.

7, coordinate system.

There are many coordinate systems, and the art coordinates are divided by pixel, each pixel is a coordinate. The program coordinates are divided by world size, and each scene has a unique coordinate. The map editor also uses the pixel coordinates, immediately according to the graph element Division coordinates, for example the basic graph element size is 64*64, then that means that 64*64 pixels is a coordinate, uses this coordinate to correspond the picture.

Planning also used a coordinate is a step is a coordinate, or the figure of that small lattice, each small lattice has its own attributes, high and low, masks, surface properties and so on.

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