MP Tutorial Scenes Basic Guide On Mapping (Scene Making) In Napoleonic Wars

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Thought I'd throw together a small article going through the basics about mapping in Napoleonic Wars expansion. The tutorials for Warband are mainly directed towards people who are editing single player and they get you jumping through hoops you don't need to do, such as using Python, Notepad++ etc. It's not needed for multiplayer mapping in NW.

This article will be presuming you're starting from scratch.

Before we start shout out to Av3ng3r for helping.
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How do I get into the editor?

In your configure panel when you start up the game go into the Video tab and make sure 'Start Windowed' is ticked. Then go into the 'Advanced' tab and enable 'Edit Mode'
39777929.jpg

111hf.jpg

Go into multiplayer and host game. Under 'Game Type' you want 'Scene Editing'. You then proceed to select a map. I'd recommend choosing one of the 20 custom maps at the end of the map list. If you're going to edit an already made map, as far as I know, you need to back that scn file up. Go into your Warband directory>Modules>Napoleonic Wars>SceneObj.

Find the official map and make a copy. What I did was add '(real)' to the end of the name so I wouldn't forget.

So now you have custom_map_ selected, click Start Map.

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When in game select 'Spectator'. Then hold 'CTRL' and press 'E'. You now have the build menu up. Hold 'W' to move forward and tap either 'A' or 'D' key to speed up you camera then steer with the mouse. To turn your camera, hold 'left click' on the mouse. To select an item, use 'right click'. Hold 'CTRL' and press 'E' again to save the map and to also exit.

On your build panel click the 'Ground Elevate' tab. Select whatever self explanatory option you wish and adjust the 'Radius' 'Weight' and 'Hardness' sliders. They're very delicate, if you're trying to make flat ground or smooth edges you will need them very low.

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Assuming you've made the ground ready for placing an object, proceed to click the 'Edit Objects' tab. There is a drop-down menu opposite 'Add Object'. You have:

1.Scene Props - all the items you need from walls, bushes, bridges, cannons etc.
2.Entry Point - these items are used to set game modes, spawn locations, ladders.
3.Item Kinds - All weapons and uniforms are located under this section.
4.Plants - Trees, Bushes, Rocks. It's been advised to not use the bushes or trees in this section as you will get better performance from the 'flora' bushes and vegetation in the 'Scene Props' menu. However I do use the 'big_rock' item for rocks.
5.
Passage - I'm unaware of what this feature does or how to use it. (I think it's to do with singleplayer)

So go ahead and select 'Scene Props'. Now there is a huge selection and it really is the most time consuming part of editing having to scroll through the list. There is no copy&paste feature in the game. What I tend to do is place several copies of the same item in an area.

An easy way to view an item in the list is to press 'Space Bar' and use your arrow keys to go down the list, this will bring up the item as your cursor, right click to place the object. Tap 'Space Bar' again to turn off object view and to take control of your menu again. If you want to select an object and place it on the map, simply double left click.

All the destructible walls and nearly all other NW related content you'll need for building a basic fort have 'MM' in the front of their name. Simply press 'M' while having something selected in the menu and it'll bring you to the first in the list beginning with 'M'.

Select a piece of wall for now. To move the object, hold down 'G' and move your mouse. To lower or raise the item, hold 'T'.  The keys 'X,Z,Y' are all used to change the direction the item is facing. If you hold down 'B' while pressing 'X,Z or Y' you can make the item larger, smaller and longer.

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Placing doors

The popular doors people use are called 'sally' doors. For the purpose of this tutorial we'll use the 'Viking_Sally' doors but there are others with the name 'sally' in them, these are guaranteed to work but test other doors when you have time. So press V in your menu and it'll take you right down to them. All you have to do is place them in the position you want.

Now we're going to input some variables, which let you choose if only your faction can open the door or not and which direction it opens and also if that door gets destroyed if the wall around it collapses. Right click the door. This is from Olafsons guide:

# Door settings;
Var1 = Team ownership and Open/close rotation reversed;  IMPORTANT; This is a special case.
You can enter two numbers, the first number will be the Open/close reversed., second will be team ownership.
examples:

10  = (reversed rotation, any team can open)
11  = (reversed rotation, owned by team 1)
12  = (reversed rotation, owned by team 2)
1  = (no reversed rotation, owned by team 1)
2  = (no reversed rotation, owned by team 2)
0  = (no reversed rotation, any team can open)

var2 = linkage with wall;  choose a identity between 1 and 127, any walls with that same identity will delete this door when reaching critical prop destruction.

So, like this:
93932649.jpg
(4 is the number of the wall surrounding it - see below).

Placing Walls


There is a lot of selection for walls in the list. The first in the selection is always the wall before it's been damaged or destroyed. So that's all you need to look for when going through the list unless you want a damaged wall. Like so:
31459071.jpg

A shortcut to getting an object lined up as the previous, is to select your first wall, hold 'Shift' and press 'R' then select your second piece of wall and press 'R'. This saves the direction.

You will need to edit variables to link your wall with cannons and doors, so when the wall gets destroyed, so do the doors and cannons. Here is what you do:

Olafson:
# Wall settings
var1 = window spawn setting;
            1= Rich type glass
            2 = Broken normal type glass
            3 = Broken rich type glass
            4 = Don't spawn any window,
            All else normal glass type is spawned.
var2 = linkage with cannon;  choose a identity between 1 and 127, any cannons with that same identity will be deleted when reaching critical prop destruction.


So the doors and cannons that are using that section of wall have to be designated the same number in the 2nd variable box. Example:
93683678.jpg


Placing Cannons

Very simple process. Scroll down the Scene Props menu list until you get to 'MM_Cannon'. Again, like the walls, the object you want is at the top of the items while the individual pieces of the cannon are underneath. So select 'MM_Cannon_12pdr'  which is the full prop and place it. That's it. It'll spawn the ammo box and everything else with it. Do the same for Howitzer, fort cannons etc.

As mentioned above, you can edit variables. To have the cannon destroy itself once the wall it is sitting on collapses, right click the cannon, in the 2nd variable box type in the same number that you entered for your wall. Example:
98201901.jpg

From Olafson:
# cannon settings.
var1 = rotation limit 1-127 degrees in each direction. 45 means it can rotate 45 degrees in each direction.
var2 = linkage with wall;  choose a identity between 1 and 127, any walls with that same identity will delete this cannon when reaching critical prop destruction.


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Ground Textures


When texturing the ground with multiple textures you don't want it to look 'clean'. You want the edges of the texture to merge into others to give it a nice natural-looking blend. Say you're making a path, put 'weight' and 'hardness' sliders under half way while 'radius' is on about 2 then gently tap the right mouse button and drag it at the same time. This makes it light enough so the texture underneath merges with the edges of your path. When texturing a town for instance and you want the streets to look a bit dirty just do that technique. There should be no clear edges on your textures.

To give a more realistic feel to the map, when placing items such as tables, chairs, trees, it's a good idea to add a light touch of dirt or leaves to give that area a bit of character and makes it look like something has happened there.

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Entry Points And How To Use Them


Entry points are items that have designated scripts attached to them. Select 'Entry Point' from the drop-down menu and press 'Space Bar' so you can see the entry point. We'll start with spawns.

For team one spawn, you need to place 32 entry points in the location you want them to spawn in. Like so:
99522987.jpg

You then need to right click each entry point you laid down and edit the variable, giving each one a number from 0 to 31.
10791065.jpg

For team 2, you lay down 31 entry points where you want them to spawn and name the first one '32' up till '63'. So the basic concept is :

Team 1: 0-31
Team 2: 32-63

You also use entry points to determine your game mode. Using Siege as an example, place an entry point where you want the flag to be, then type in the variable '66'. Like this:
45161453.jpg

Now when you launch in siege mode, you will see that flag. Here are some other entry point numbers you need taken from other tutorials:

Siege Setup:

Defender Flag = Entry point 66

Conquest Setup:

Make sure to place the correct entry points in the correct game mode.


Entery Points - Place the entry points near the flag you would like the team to spawn.
Entry point 64 = Team 1 flag
Entry point 65 = Team 2 flag

Scene Prop - Flag scene props for either team to cap.
headquarters_flag_red"    - Team 1 Flag
headquarters_flag_blue"  - Team 2 Flag
headquarters_flag_gray"  - Neutral Flag

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Arch3r talks about other game modes:

http://forums.taleworlds.com/index.php/topic,89831.0.html


Ladders & Entry Points

Placement of ladders is rather simple. Select 'Scene Props' menu and press 'S'. Scroll down a bit until you get to 'Siege_ladder_move_10m'. Only select the ladder with 'move' in the name if you wish for the player to raise it themselves. Place the ladder in the position it would be if it were already raised. Then select 'Entry Point' from the drop-down menu and place one at the bottom of the ladder, it doesn't have to be right on top of the ladder, but quite close. Position the entry point in the direction and angle you want the ladder to be in before the player raises it.

Right click the ladder and in the 1st variable box type '100' then do the same for the entry point. They are now linked. Example:
30125504.jpg

You can only have 10 ladders. So variables between 100 and 109 are for ladders.

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How Do I Get To Play My Map?

The maps become a bit bugged if you play in 'Scene Editing' game mode. It is not advised to do so as what you see may not be what appears in your final map. It is also not advised to also edit in anything other than 'Scene Editing' mode so if you're in Siege or Battle it's purely to play test, not edit and vice versa.

Using a Siege map as an example, you need to replace a map that is already in the siege menu. Go into your Warband>Modules>Napoleonic Wars> SceneObj directory. If you started by using a custom_map_(insert number) it will be in this folder.

For this example I want to replace 'scn_mp_fort_fleetwood'. I back up that file and rename it like this:
37654894.jpg

Then, rename your current 'custom_map_' to 'scn_mp_fort_fleetwood'.

Go into your main Napoleonic Wars directory and find 'scenes.txt':
29615214.jpg
.

Now backup that 'scenes.txt' file by renaming it or placing it somewhere safe.

Now open up 'scenes.txt'. As an example, if my edited map was custom_map_20, I'd need to find it in this file. So hold 'CTRL' and press 'F' and search for your map name or type 'custom' if it's a custom map. You need to copy what's called the 'height code':
32586377.jpg
.

Now paste over the 'fleetwood' height code and save.
46943302.jpg

Boom, from now on you'll be editing 'fort_fleetwood' as your siege map, no longer custom_map_20. All you need to do is host a multiplayer game, and switch between game modes. Remember: 'Scene Editing' for editing and 'Siege' for game play.

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Additional Notes:

Q: Quick question how do I add my Custom_Scene_1 to my server and how do I make it a battle map.

A: To make it a battle map place the entry points  0 (for team one) and 32 (for team two).
To add it to the server add this line to the NW_Sample_Battle.txt file "add_map mp_custom_map_5"

Creating Custom Map Sizes

Thanks to Jezze
Read this topic

Use this tool: http://mbcommands.ollclan.eu/terrain/


Some links to older tutorials that have relevance:

Nordous' Sceners Guild
Arch3r multiplayer guide
Making a multiplayer siege map (no bots)

Olafsons message about NW:


- Only edit scenes in the "scene edit" gamemode, or you will screw up your map (cannons, walls, windows etc etc)
- Testing of map settings and what not should be in any other gamemode. ( But dont save your map in this gamemode then! )
- Never place bushes as scene props! use the "flora" plant types. This saves performance.
- Place trees as scene prop; In the future we will have destructible trees which will need them placed as scene props.
- To place walls more easily;
To make objects have the same direction; first rotate one, then store its direction (press leftShift+R),
Then select other objects and load stored direction(press R).
- Don't use the scene edit mode while testing the map, it ****s up the lightning effects and whatnot.
- Don't invert destructible objects


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Prop settings
# Weather scene props
mm_weather_time      # var1 = time of day 0-23; Default = 15 (hours)
mm_weather_rain        # var1 = rain type; 1 = rain 2 = snow, var2 = rain amount 0-25
mm_weather_clouds  # var1 = cloud amount 0-100; Default = 30
mm_weather_fog        # var1 = fog distance in meters * 10 where fog completely blocks visibility. 1-127; 0 = default (no fog)
mm_weather_thunder      # var1 = thunder type: 0 = none 1 = thunder only 2 = thunder & lighting,
                                    # var2 = thunder frequency 0-100 ; the higher value the more thunder
mm_weather_wind      # var1 = flora_wind_strength in % 0-100; Default = 14
                                    # var2 = water_wind_strength in % 0-100; Default = 14


# Door settings;
Var1 = Team ownership and Open/close rotation reversed;  IMPORTANT; This is a special case.
You can enter two numbers, the first number will be the Open/close reversed., second will be team ownership.
examples:
10  = (reversed rotation, any team can open)
11  = (reversed rotation, owned by team 1)
12  = (reversed rotation, owned by team 2)
1  = (no reversed rotation, owned by team 1)
2  = (no reversed rotation, owned by team 2)
0  = (no reversed rotation, any team can open)

var2 = linkage with wall;  choose a identity between 1 and 127, any walls with that same identity will delete this door when reaching critical prop destruction.


# Wall settings
var1 = window spawn setting;
            1= Rich type glass
            2 = Broken normal type glass
            3 = Broken rich type glass
            4 = Don't spawn any window,
            All else normal glass type is spawned.
var2 = linkage with cannon;  choose a identity between 1 and 127, any cannons with that same identity will be deleted when reaching critical prop destruction.


# cannon settings.
var1 = rotation limit 1-127 degrees in each direction. 45 means it can rotate 45 degrees in each direction.
var2 = linkage with wall;  choose a identity between 1 and 127, any walls with that same identity will delete this cannon when reaching critical prop destruction.

spr_mm_spawn_with_cannon # If added to the map artillery sergeants spawn with the cannon. and rocketeer troops spawn with rocket placement. unless var 1 is set;
var1 = spawn limitation;
            1= Spawn with cannons only
            2 = Spawn with rockets only


spr_mm_spawn_restrictions # If added to the map and set the Var1 correctly you can restrict the players to only spawn as either infantry to Cavalry.
var1 = spawn restriction;
  1 = Infantry only
  2 = cav only.
 

spr_mm_ship # controllable boat
var1 = Enabling boat to be controllable
  1 = Enable controlling
 


mm_disable_explosives  #  If this prop is in the map, the sappers cannot place explosives.



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Siege Setup:

Defender Flag = Entry point 66

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Conquest Setup:

Make sure to place the correct entry points in the correct game mode.


Entery Points - Place the entry points near the flag you would like the team to spawn.
Entry point 64 = Team 1 flag
Entry point 65 = Team 2 flag

Scene Prop - Flag scene props for either team to cap.
headquarters_flag_red"    - Team 1 Flag
headquarters_flag_blue"  - Team 2 Flag
headquarters_flag_gray"  - Neutral Flag


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All Outer Terrains:

outer_terrain_plain
outer_terrain_steppe
outer_terrain_snow
outer_terrain_desert
outer_terrain_beach
outer_terrain_desert_b
outer_terrain_town_thir_1
outer_terrain_plain_1
sea_outer_terrain_1
outer_terrain_castle_9

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Scene Codes:

0x0000000330004563000d23480000074800005c49000021c5 -biggest map size possible. flat plains, without plants,without river.

0x000000033999062e800d234800004cca80004479000003da -biggest map size, flat plains, with plants, random. river.

0x000000034c59062e800d23480000067f80004cb1000003da -biggest map size, flat snow, with plants(forest), random. river.

0x0000000346d9062e400d234800006bc080004cb1000003da -biggest map size, flat snow, with plants

0x000000034c79062e400d234800006bc080004cb1000003da -biggest map size, flat snow, with plants(forest)
0x00000003cc79062e000d234800006bc000004cb1000003da



0x000000033c79062e400d234800006bc080004cb1000003da -biggest map size, flat plains, with plants(forest)

0x000000033c79062ec00d234800006bc080004cb1000003da -biggest map size, flat plains, with plants(forest), river

0x000000035c79062e000d234800006bc000004cb1000003da -biggest map size possible, desert, without plants,without river.

0x000000032c79062e000d234800006bc000004cb1000003da -biggest map size, flat steppe, with plants(forest)


0x000000032739062e800d234800006bc000004cb1000003da -biggest map size, flat steppe, with plants, river, random

0x0000000020000500000d2348000009e40000452d000004b2 -steppe biggest
 
Great job on the basics, but remember, a map doesn't play worth anything with bots until you've completed an AI Mesh.  You really should do it and cover how it's done; we have a ton of MP sceners who make maps that aren't playable with bots, and NW has a lot of bots in most play modes.
 
xenoargh said:
Great job on the basics, but remember, a map doesn't play worth anything with bots until you've completed an AI Mesh.  You really should do it and cover how it's done; we have a ton of MP sceners who make maps that aren't playable with bots, and NW has a lot of bots in most play modes.

I've never used bots so I don't know how they work or AI meshes
 
It seems you have been learning fast. Good work with this thread.

I'm happy that I could help you out a bit with some things.


--

Anyway,

For the copy pasting in the scene.txt

scn_mp_custom_map_20 mp_custom_map_20 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000003000090e000789e900001bf9000079a900007cb3
  0
  0
outer_terrain_plain

Only the marked lines are important with doing this. In my experience, so copy pasting this things only would do.
 
hi, i have some questions...
1) i have problem with the cannons,  i insert one piece of artillery but it doesn't function. what i must do?

2) how i can edit a custom_map_(number) and use it in other modality? and no only in scene editing mode?
 
[-VICTRIX-]Lastman said:
hi, i have some questions...
1) i have problem with the cannons,  i insert one piece of artillery but it doesn't function. what i must do?

2) how i can edit a custom_map_(number) and use it in other modality? and no only in scene editing mode?
 
[-VICTRIX-]Lastman said:
[-VICTRIX-]Lastman said:
hi, i have some questions...
1) i have problem with the cannons,  i insert one piece of artillery but it doesn't function. what i must do?

2) how i can edit a custom_map_(number) and use it in other modality? and no only in scene editing mode?

1 = Did you restart the map before you tried it?
2 = You mean change name or?
 
gokiller said:
[-VICTRIX-]Lastman said:
[-VICTRIX-]Lastman said:
hi, i have some questions...
1) i have problem with the cannons,  i insert one piece of artillery but it doesn't function. what i must do?

2) how i can edit a custom_map_(number) and use it in other modality? and no only in scene editing mode?

1 = Did you restart the map before you tried it?
2 = You mean change name or?

1) yes i did, but the cannon is useless .... actually, I pass through it  :shock:
2) but i don't want subscribe other maps...
 
[-VICTRIX-]Lastman said:
gokiller said:
[-VICTRIX-]Lastman said:
[-VICTRIX-]Lastman said:
hi, i have some questions...
1) i have problem with the cannons,  i insert one piece of artillery but it doesn't function. what i must do?

2) how i can edit a custom_map_(number) and use it in other modality? and no only in scene editing mode?

1 = Did you restart the map before you tried it?
2 = You mean change name or?

1) yes i did, but the cannon is useless .... actually, I pass through it  :shock:
2) but i don't want subscribe other maps...

If you're passing through the cannon you're playing in Scene Editing mode. You need to re-host and switch to Siege(or whatever game mode you've made your map for) mode. It's explained at the bottom of the tutorial how to switch your map into the mode you want.
 
[-VICTRIX-]Lastman said:
[-VICTRIX-]Lastman said:
hi, i have some questions...
1) i have problem with the cannons,  i insert one piece of artillery but it doesn't function. what i must do?

2) how i can edit a custom_map_(number) and use it in other modality? and no only in scene editing mode?

1. They don't work in edit mode I believe.
2. You have to change the name of the map and scene code as mentioned in the tutorial to use it in a different mode.

WodzuUK said:
Quick question how do I add my Custom_Scene_1 to my server and how do I make it a battle map.

To make it a battle map place the entry points  0 (for team one) and 32 (for team two).
To add it to the server add this line to the NW_Sample_Battle.txt file "add_map mp_custom_map_5"
 
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