Map Layout
Uranium
Join Date: 2002-11-10 Member: 8105Members
<div class="IPBDescription">Every have problems and you just want...</div> to just try something out? Well while surfin the web i found this, its a pretty simple and does basic layout only. You create a BMP and then run bmp2map and creates a map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
www.webersoft.net/zyn/bmp2map.rar
if you want 2 check it out (You can even put entities!)
www.webersoft.net/zyn/bmp2map.rar
if you want 2 check it out (You can even put entities!)
Comments
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
;
; SAMPLE6.CFG - .CFG to use with BMP2MAP for SAMPLE5.BMP
;
; arrow textures below (rarrow/barrow) are 32x32
arrowtexturequnits=32
;
; spread some lights around at 256 Quake unit intervals
autolight=0
autolightqunits=256
;
; don't generate an info_player_start, there's one in the .BMP
autostart=0
;
; to show off blue arrows
bluearrowtexture=barrow
bluesoutharrowcolor=95
;
; CD track to play when map starts
cdtrack=6
;
; the ceiling is @ z=128 and will be textured with comp1_7
ceiling=128
ceilingtexture=tomb-roof1
;
; doors are reprented by palette index 128, empty door frames by 245,
; door brushes will be textured with door02_3, the top of the door
; and door frames is at z=64
doorcolor=128
doorframecolor=245
doortexture=tomb-wall4
doortop=64
;
; entities in the map -- eg. palette index 104 will be a box of rockets
;
entity=104,item_rockets
entity=105,weapon_rocketlauncher
entity=106,weapon_grenadelauncher
entity=109,item_shells
entity=110,weapon_supershotgun
entity=111,item_armor2
entity=125,item_spikes
entity=126,weapon_nailgun
entity=127,weapon_supernailgun
entity=163,item_health
entity=201,info_player_start
;
; Note: 202 is also used below for teleport platforms
entity=202,info_player_deathmatch
entity=218,item_armorInv
entity=230,monster_dog
entity=231,monster_army
entity=232,monster_zombie
entity=233,monster_tarbaby
entity=240,item_artifact_super_damage
entity=44,item_cells
entity=45,weapon_lightning
entity=63,item_armor1
;
; the floor is at z=-64 and is textured with city2_6
floor=-64
floortexture=tomb-floor2
;
; door/window frames will use the sliplite texture
frametexture=tomb-wall4
;
; join the entities created (in .EN1) with the .MAP
joinentmap=1
;
; each "light" entity in the level will have a brightness of 300
lightlevel=300
;
; title the .MAP
mapname=Sample_.MAP_for_BMP2MAP_v.06
;
; floor/ceiling and outside walls will be 64 Quake units thick
outerqunits=64
;
; each wall/door/doorframe/window pixel represents an 8x8 brush
qunitsperpel=8
;
; to show off red arrows
redarrowtexture=rarrow
redsoutharrowcolor=91
;
; seal the sides, top and bottom of the .MAP
sealsides=1
sealtopbottom=1
;
; palette index 15 represents skyed ceilings using texture sky4
skyceilingcolor=15
skytexture=sky4
;
; palette index 193 represents skyed windows (which really look cheesy
; when you use an actual sky texture)
skywincolor=193
;
; put a teleport platform under each info_player_deathmatch, use
; texture tele_top which is 64x64
teleplatformcolor=202
teleplatformtexture=Floor_Tiles02
teleplatformtexturequnits=64
;
; use the .WAD included
wadname=tombTEXTURE.wad
;
; walls are represented by palette index 0 and will be textured with wbrick1_5
wallcolor=0
walltexture=tomb-wall5
;
; windows are represented by 64 and run from z=-32 to z=32
wincolor=64
windowbottom=-32
windowtop=32
;
; EOF - SAMPLE6.CFG
;
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You can change alot of stuff inside that to what you prefer if you use that .cfg then a pure black creates a wall 24units tall. Just fool around with it. Also please note that it is better to use this for a basic layout and then build off it. Also only 16bit bmps work (well i think havnt tried anything else)