How to make own terrains?
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- beetlenaut
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Re: How to make own terrains?
Ah...that's my fault. I thought WML worked with any line ending style, so I said notepad would work. I was under the impression that some people used it, but it must have been notepad++ that I remembered seeing.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: How to make own terrains?
AI wrote:Also, one issue you're clearly having is that you're using notepad, which doesn't recognize LF-terminated lines, which is what we use. (you'll have noticed that everything seems to be on one line)
I've heard a lot of people recommend notepad++, though I can't say I've used it myself. You can also use wordpad, which doesn't have notepad's issues, but you have to be sure to save as a text file, not a word document or rich text format or anything like that.
Alright....also as another side question...On the 1.11.7 version with the map editor I'm able to determine which villages belongs to who and placing units, but when I actually play the map the units and flags are all gone...is the unit placement feature not ready yet or something? I've looked around for solutions and found none..
- pyrophorus
- Posts: 533
- Joined: December 1st, 2010, 12:54 pm
Re: How to make own terrains?
Hi !
The reason is your additions are stored in a separate file which must be included in the scenario using the {filename} syntax. This file should have the map file name with another extension.
HTH
The reason is your additions are stored in a separate file which must be included in the scenario using the {filename} syntax. This file should have the map file name with another extension.
HTH
HowTos: WML filtering, WML variables
Re: How to make own terrains?
Oh okay. How do I do that? xDpyrophorus wrote:Hi !
The reason is your additions are stored in a separate file which must be included in the scenario using the {filename} syntax. This file should have the map file name with another extension.
HTH
also what should the extension be?
(As you can probably tell, I'm VERY VERY VERY new at all of this.)
after placing all the units in the map editor. What is the step by step process to being able to see the units you've placed in the editor when you actually try to play the map?
- beetlenaut
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Re: How to make own terrains?
That depends. Where is your map's cfg file? (The one with the [multiplayer] tags.)
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: How to make own terrains?
beetlenaut wrote:That depends. Where is your map's cfg file? (The one with the [multiplayer] tags.)
all of my maps and their cfg files are in "userdata>editor>maps"
so what should I dooo???
- beetlenaut
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Re: How to make own terrains?
OK, I see. You are playing the map without a multiplayer definition file. You need one. So, here are the first steps. Download any MP scenario from the add-ons server. Copy your map into its folder inside the data/add-ons folder. See if you can modify its .cfg file to load your map instead of the one it comes with. (Alternatively, you can do what I first told you to do and modify a campaign since the steps are pretty much the same.) Come back when that is working, or you have have been stuck for at least an hour, whichever comes first. You can follow the Create link at the top of this page to get help. The BuildingScenarios section is likely to be the most helpful.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: How to make own terrains?
beetlenaut wrote:OK, I see. You are playing the map without a multiplayer definition file. You need one. So, here are the first steps. Download any MP scenario from the add-ons server. Copy your map into its folder inside the data/add-ons folder. See if you can modify its .cfg file to load your map instead of the one it comes with. (Alternatively, you can do what I first told you to do and modify a campaign since the steps are pretty much the same.) Come back when that is working, or you have have been stuck for at least an hour, whichever comes first. You can follow the Create link at the top of this page to get help. The BuildingScenarios section is likely to be the most helpful.
well can I just move the map into the data/add-ons without downloading any add-ons? Or do I have to download the add-ons?
- beetlenaut
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Re: How to make own terrains?
Try it.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: How to make own terrains?
Its not working, I tried deleting the maps in the add-on and placing mine in, it didn't work.
how do I add the map into the "scenario" using {filename} syntax as others have said?
how do I add the map into the "scenario" using {filename} syntax as others have said?
- beetlenaut
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Re: How to make own terrains?
I said you need to modify add-on's .cfg file.
The reason I'm not being more specific is that I want you to figure some stuff out for yourself, so you don't need a step-by-step list of instructions for every thing you want to do. You are going to have to give it an honest try. (Or wait for someone else to answer.)
The reason I'm not being more specific is that I want you to figure some stuff out for yourself, so you don't need a step-by-step list of instructions for every thing you want to do. You are going to have to give it an honest try. (Or wait for someone else to answer.)
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: How to make own terrains?
I don't know how to modify the cfg file, I don't know what to do with it. So I tried seeing if deleting it wouldn't work. Don't worry man, I'm not asking for a list of everything. I just need to know how to make my map additions--units and flags-- show up in the actual game. I'm not even editing the maps outside the game. The other guy up there told me what to do, but I don't quite understand what he means, his answer was vague to me because I'm an absolute newbie at this. I just need someone to specify what the other guy meant with {file_name} syntax. That's all, If I needed to figure something out myself I probably wouldn't be on the forums asking about itbeetlenaut wrote:I said you need to modify add-on's .cfg file.
The reason I'm not being more specific is that I want you to figure some stuff out for yourself, so you don't need a step-by-step list of instructions for every thing you want to do. You are going to have to give it an honest try. (Or wait for someone else to answer.)

All I need is to know how to do this one thing (having units placed in the in-game map editor show up on the actual map during game-play, along with the flags the villages have), after this then I'll figure everything out myself at later time


Believe me this isn't the only thing I'm doing. I came here after I tried everything else.
Last edited by Dyplorus on December 12th, 2013, 1:28 am, edited 1 time in total.
- beetlenaut
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Re: How to make own terrains?
It's not just one little thing. It has lots of steps. I don't want to spend half an hour writing them all out when you could spend an hour or two learning what they all are yourself. Did you actually look at the cfg file? If so, you would have noticed a line that says map_data= and some other stuff near the top. Replace the name of the file in that line with your own.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: How to make own terrains?
yes I did look at the cfg file -.- several times in fact. by one little thing I mean one goal. People made it sound so simple: "Just add it into the scenario with the {file_name} syntax" 0.obeetlenaut wrote:It's not just one little thing. It has lots of steps. I don't want to spend half an hour writing them all out when you could spend an hour or two learning what they all are yourself. Did you actually look at the cfg file? If so, you would have noticed a line that says map_data= and some other stuff near the top. Replace the name of the file in that line with your own.
Okay first of all, WHAT scenario are they talking about? Is this supposedly obtained from the add-ons you told me about? Or is it an entirely new scenario folder created by you with just your maps and nothing else?
What are the required files? Where do these files go? I get what you're saying with the map_data now, but even If I change it in the add-on cfg file, do i have to change the map file for it as well? Is this the ONLY change I make to the cfg files? Let's just be specific here because I've already spent hours trying to figure it out myself, and another one or two won't do jack but make it all the more frustrating.
- beetlenaut
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Re: How to make own terrains?
The scenario file they are talking about is the cfg file that came with the add-on. It starts and ends with [multiplayer]. It's the one that has the map_data= line in it. If you put the name of your map in there, it should already partly work. The add-on, which will show up in the multiplayer scenario list, will run with your map (but with whatever units and sides were defined by the original add-on.) If there is an error because something doesn't match up, we can take care of it. The only other thing you need to do is add the editor-generated cfg file into the scenario file. The easiest way is to put its name in {culry braces} underneath the map_date= line.
You should have a folder with your map file, your editor-generated map.cfg file, the .cfg file for the add-on (now modified) and a _main.cfg file that adds it to the multiplayer scenario list. The only one you need to mess with is the .cfg file (also called the scenario file). If you don't change its name, the _main.cfg should still add it.
You should have a folder with your map file, your editor-generated map.cfg file, the .cfg file for the add-on (now modified) and a _main.cfg file that adds it to the multiplayer scenario list. The only one you need to mess with is the .cfg file (also called the scenario file). If you don't change its name, the _main.cfg should still add it.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide