Map Layout

UraniumUranium 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!)

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    jeez lets hope we wont see too many crappy funmaps created wuth that next time.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    How do you use it?
  • UraniumUranium Join Date: 2002-11-10 Member: 8105Members
    inorder to use it, you change the .cfg:
    <!--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
    ;
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    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)
  • Xtreme_KrZy_NSXtreme_KrZy_NS Join Date: 2003-09-21 Member: 21072Members
    I have never tryed NS mapping i just map HL and CS... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Sign In or Register to comment.