Making maps?

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Xzavier

Making maps?

Postby Xzavier » Sun Nov 16, 2003 12:45 pm

I'm having difficulty finding information for making maps for interstate 76 nitro. If anyone has any links, please tell me. Thanks.

Xzavier

Bit more info...

Postby Xzavier » Sun Nov 16, 2003 1:43 pm

I have the map editor available from the AVA web page, and I've actually gotten maps I've made to show up in the map list on Interstate 76, but it simply crashes the program if I try to open it.

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Fnork
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Postby Fnork » Sun Nov 16, 2003 6:05 pm

First off, make sure you have the correct map editor. You need to have arsedit to make maps for Nitro or Gold -- maps made with the editor for I'76 Original will not work directly in Nitro. Check out the downloads section of http://www.interstate76.com

Next, make sure you are filling in ALL necessary info in the World Definitions box - leaving the wrong one blank or typing something in wrong will likely result in the map not working.

For examples of working World Defs, check out Diver's Lab, found under resource sites in the community section of interstate76.com

Then of course check that you have spawn points properly setup.


If none of that helps, list what you have or have not done with the map and maybe we can give more info
Last edited by Fnork on Sat Nov 22, 2003 11:59 am, edited 1 time in total.

Xzavier

more trouble

Postby Xzavier » Fri Nov 21, 2003 11:52 pm

Diver's Lab doesn't seem to work for me.

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Lightfoot [FD]
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Hey...

Postby Lightfoot [FD] » Sat Nov 22, 2003 10:33 am

Use this link for the Asset Bible...or this link for Divers Garage...[/url]
-Lightfoot [FD]
This is not a democracy...

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Postby Fnork » Sat Nov 22, 2003 11:50 am

I found this in an old text file that I'd put together a long time ago. It has all the World Def settings for a few of the maps/missions that came with the game. Simply fire up the game and load one of the maps to see what it looks like -- if you like the color/texture/etc, copy it exactly from the appropriate list below, and your map will have a similar look.


The first column is the box in the World Defs tab, the second (in bold) has the 16 bit settings, and the third is for 8 bit. Ignore the slash marks // when copying the values


Level Description: Matterhorn Run

Palette File: // p18_16.act // p18.act
Luma Table: // p18.LUM // p18.LUM
Xlucency Table1: // p18.TBL // p18.TBL
Objective File: // m01.npt // m01.npt
Sky Texture: // nk_6cldb.map // nk_1cld2.map
Scrounge Texture: // none.sdf // none.sdf
Surface Texture: // tp181sw6.map // tt081sd_.map
Level Map: // zmap6m00.map // zmap6m00.map
Horizon Def file: // n02_16.HZD // n02.HZD



Level Description: Pitchfork

Palette File: // p01.ACT // p01.ACT
Luma Table: // p01.LUM // p01.LUM
Xlucency Table1: // p01.TBL // p01.TBL
Objective File: // m01.npt // m01.npt
Sky Texture: // nk_6cld6.MAP // nk_1cld3.map
Scrounge Texture: // none.sdf // none.sdf
Surface Texture: // tp041db6.MAP // tt021sd_.map
Level Map: // zmap6m00.map // zmap6m00.map
Horizon Def file: // p01_16.HZD // p01.HZD


Level Description: Grape Vine

Palette File: // p10_16.ACT // p10.ACT
Luma Table: // p10.LUM // p10.LUM
Xlucency Table1: // p10.TBL // p10.TBL
Objective File: // m01.npt // m01.npt
Sky Texture: // nk_6cld9.MAP // nk_1cld8.map
Scrounge Texture: // ngscrng2.SDF // ngscrng2.SDF
Surface Texture: // tp191sr6.MAP // tt031sd_.map
Level Map: // zmap6m00.map // zmap6m00.map
Horizon Def file: // n02_16.HZD // n02.HZD


Level Description: Betrayed

Palette File: // p08_16.act // p08.act
Luma Table: //p08.LUM // p08.LUM
Xlucency Table1: // p08.TBL // p08.TBL
Objective File: // p08.npt // p08.npt
Sky Texture: // nk_6clde.map // nk_1cld3.map
Scrounge Texture: // ngscrng1.sdf // ngscrng1.sdf
Surface Texture: // tp081sd6.map // tt021sd_.map
Level Map: // zmap6p08.MAP // zmap6p08.MAP
Horizon Def file: // p08_16.HZD // p08.HZD


Level Description: Velocity

Palette File: // p17_16.act // p17.act
Luma Table: // p17.LUM // p17.LUM
Xlucency Table1: // p17.TBL // p17.TBL
Objective File: // p17.npt // p17.npt
Sky Texture: // nk_6cld7.map // nk_1cld1.map
Scrounge Texture: // ngscrng2.SDF // ngscrng2.SDF
Surface Texture: // tp011gr6.map // tt081sd_.map
Level Map: // zmap6p17.map // zmap6p17.map
Horizon Def file: // p17_16.HZD // p17.HZD


Level Description: Over the Hill

Palette File: // p09_16.act // p09.act
Luma Table: // p09.LUM // p09.LUM
Xlucency Table1: // p09.TBL // p09.TBL
Objective File: // m01.npt // m01.npt
Sky Texture: // nk_6cld8.map // nk_1cld8.map
Scrounge Texture: // ngscrng2.SDF // ngscrng2.SDF
Surface Texture: // tp021db6.map // tt081sd_.map
Level Map: // zmap6m00.map // zmap6m00.map
Horizon Def file: // p03_16.HZD // p03.HZD



Make sure that when you do finish your map that you export both a 16bit (D3D) and 8bit ("The Usual") version, because not everyone likes to or is able to run in both modes. Check out the zipfiles of some of the maps found at LSM to see a good way to organzie them.

Xzavier

Postby Xzavier » Sat Nov 22, 2003 3:22 pm

Where exactly are these files located? I do not have the disc, I'm using a no-cd patch.

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Lightfoot [FD]
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Uh...

Postby Lightfoot [FD] » Sat Nov 22, 2003 5:05 pm

Not to sound like a prick but you really need to read up on how to use the editor...there's a document included with the editor that will explain everything you're not understanding...

...and to answer your question, the files Fnork is referring to are in the NITRO.ZFS file and do not need to be extracted from it to be referenced...
-Lightfoot [FD]
This is not a democracy...

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Postby Rude Dog FD » Sat Nov 22, 2003 7:51 pm

If these can't get you going then there's no hope. Quit while your ahead.
Pallets.zip
Image Pavement was created so yuppies can go 4-wheelin'

Xzavier

Postby Xzavier » Sun Nov 23, 2003 2:03 pm

I made my first working map today. Simple, with nothing more than road, but, still a map.

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Fnork
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Postby Fnork » Sun Nov 23, 2003 3:31 pm

Good to hear. Once you've got the basics down, you start try out new ideas and make your map(s) better and better.


Once you have something you think is ready for the public, talk to Lightfoot and he might be willing to put it up at LSM for you

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AGAIN (4ever?)

Postby DIVER » Sat Jan 31, 2004 7:24 am

>Diver's Lab doesn't seem to work for me.
for me too...

Hello and Hello again plus happy new year.
I have to fix them. again.

Nice too see you(Lightfoot&) guys again here.

I haven't been played any games last year.
(NOLF2 little bit. editor is good but terrain system is bad)

And now, i76...agin.

P.S Xzavier
Good job. I wanna play a game in your world.

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tex [FD]
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woohoo

Postby tex [FD] » Mon Feb 02, 2004 8:40 pm

does this mean i get to test a new map?????????


bring it on!!!!!!!!
more God, hot sauce, and rock and roll.
thats all i need !!
Lotties rules........yellow

Lithium |HH|
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Postby Lithium |HH| » Mon Feb 02, 2004 9:45 pm

Ive been into NOLF2 a little too. I love the idea of a female lead character. :) Little girly of me to say but yea..


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