How do you?

The level/layout/play area.
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yuiop
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How do you make a map? I want to know because I want to make a pinpoint type server. Thanks! Green_Happy1
1Shot1Kill
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You use Voxed to make maps.
Kuma
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1Shot1Kill wrote:
You use Voxed to make maps.
No mapper would actually suggest that, use a heightmap converter or joejoes template for blender.
Every tutorial that has "map" in it here (http://buildandshoot.com/viewforum.php?f=38) will help
1Shot1Kill
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Kuma wrote:
1Shot1Kill wrote:
You use Voxed to make maps.
No mapper would actually suggest that, use a heightmap converter or joejoes template for blender.
Every tutorial that has "map" in it here (http://buildandshoot.com/viewforum.php?f=38) will help
Oh sorry, I don't really have much experience in making maps.
Jdrew
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Don't post something you know nothing about. Kuma gave some good advice. Use height maps to make terrain and then use voxed to import .kvx models.
Lincent
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To make a map you have the following options.
-------------------By Complexity--------------------
1. Hieghtmap Converter
2. Voxed map editor
3. Blockman2D (Buggy)
4. Coding the .vxl file with Notepad++


1.
The Hieghtmap Converter is the most Simple tool used to make a .vxl map, although you can't make spaces under the blocks, and it is sometimes buggy.

2.
The Voxed Editor is very hard to understand, but easy to use once it is understood.
Basically you need to know that;
-Use the arrow keys to move,
-Use Space to make a selection / Like world edit,
-Use Insert button to create blocks
-Use Delete to destroy blocks
-Use Home to create a sphere of blocks
-Use End to destroy a sphere of blocks / Helpful for caves

3.
Blockman2D overall fulfills many functions, it is hard to learn and when mastered is not easy to use.
To play Blockman2D you must run it in administrator mode.

4.
You don't exactly "code" vxl files. You make programs to read or write them, and you don't really need to know about the entire "Voxlap" (not voxel) engine, you just need to know the file format (http://silverspaceship.com/aosmap/aos_file_format.html).
Last edited by Lincent on Fri Jun 06, 2014 6:39 pm, edited 1 time in total.
Kuma
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Lincent wrote:
To code .vxl files it requires a knowledge of coding the voxel engine, it takes time to code, but in the end you can create blocks with color or properties not found in normal blocks.
You don't exactly "code" vxl files. You make programs to read or write them. But what do you mean by "color or properties not found in normal blocks"? The blocks would have no special properties. And you don't really need to know about the entire "Voxlap" (not voxel) engine, you just need to know the file format (http://silverspaceship.com/aosmap/aos_file_format.html).
Rainbow_Rambo
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Decided to ask the qestion in this topic. Sorry, if it is wrong)

I have .vxl file for arena map (did it with "Save Map" button on server). I have .txt file for ANOTHER arena map as an example.
How to edit .txt file? How to obtain coordinates for respawns and gates?
Thank you for answers)
Lincent
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Rainbow_Rambo wrote:
Decided to ask the qestion in this topic. Sorry, if it is wrong)

I have .vxl file for arena map (did it with "Save Map" button on server). I have .txt file for ANOTHER arena map as an example.
How to edit .txt file? How to obtain coordinates for respawns and gates?
Thank you for answers)
When you hover over a block in voxed in the Top Left < corner you should see some numbers in ()s like this:
(X#,Z#,Y#)
X is Horizontal.
Z is Vertical.
Y is the Height.
PurpleSlimez
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One does not simply 'make a map'
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