fodev.net
FOnline Development => Questions and Answers => Topic started by: Gob on August 24, 2012, 09:38:38 pm
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What is the "normal" size for a worldmap? I have sat image of my home country that will be the new WM and is 5400 x 4384 . I know is too big, to what size should I remake it?
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The Fo1/2 worldmap is 1400x1500px big. 2238 uses 2100x3000px size.
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Since the grids are 50x50 pixels I just made sure that the H and W of my WM image were both multiples of 50, so they would divide evenly. Then I set the number of grids in H and W to the proper size. You can also change the grid size if you wish.
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What is the max size of map?
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I don't know of any size restriction for the worldmap and I don't think that there is any other than games performance, etc.
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Since the grids are 50x50 pixels (...)
Each server can define own zone length (__GlobalMapZoneLength) - if you want, you can create 500x500px worldmap, which is in fact 1x1, if we count in zones. 2238 and i think TLA uses 50x50 due to old times, when this wasn't configurable.
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Well the image is this (http://upload.wikimedia.org/wikipedia/commons/e/e5/Satelite_image_of_Romania.jpg) maybe a 1600 x 1200 would be adequate for such a map?
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It really depends on how much you want to fill it. If you just have 10 or such locations, the normal Fo1/2 size would be totally enough.
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It really depends on how much you want to fill it. If you just have 10 or such locations, the normal Fo1/2 size would be totally enough.
Yeah I was planing on 8 cities and 4-3 mini locations. Thanks for your help everybody.
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Okay a few other questions:
My current map is 25 tiles big and they are 300 x 350. Despite me putting them in order, in-game they are all messed up and out of place. So, right now TLA original map is 19 tiles big. Is there some maximum number of tiles set? If so where to change that number? Also do I have to set the current WM resolution somewhere? If yes where?
In-game
(http://i469.photobucket.com/albums/rr60/sugativa243/screen_20120825_18-14-23.jpg)
and how the map should look like
(http://i469.photobucket.com/albums/rr60/sugativa243/wm_grid_r.png)
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Each server can define own zone length (__GlobalMapZoneLength) - if you want, you can create 500x500px worldmap, which is in fact 1x1, if we count in zones. 2238 and i think TLA uses 50x50 due to old times, when this wasn't configurable.
Yeah, I actually set mine at 75x75 pix for some reason that made sense at the time. I can't remember why though.
;D
Okay a few other questions:
My current map is 25 tiles big and they are 300 x 350. Despite me putting them in order, in-game they are all messed up and out of place. So, right now TLA original map is 19 tiles big. Is there some maximum number of tiles set? If so where to change that number? Also do I have to set the current WM resolution somewhere? If yes where?
In-game
(http://i469.photobucket.com/albums/rr60/sugativa243/screen_20120825_18-14-23.jpg)
and how the map should look like
(http://i469.photobucket.com/albums/rr60/sugativa243/wm_grid_r.png)
Do you mean the grid lines don't match up with the tile fog? I had a similar problem, and had to adjust the grid size a tad bit. As I said earlier, my grids are 75x75, but I had that same problem of them not matching up when I set the ZONE_LENGTH to 75 in worldmap.fos, and _GlobalMapZoneLength in config.fos, so I set it like this:
#define ZONE_COUNT_X ( 20 )
#define ZONE_COUNT_Y ( 15 )
#define ZONE_LENGTH ( 74 )
__GlobalMapWidth = 20; // Maximum 100
__GlobalMapHeight = 15; // Maximum 100
__GlobalMapZoneLength = 74; // Maximum 500
And now it matches. Just took a few minutes to tweak it and find the right setting.
It looks like your map is tiling itself. I also had that problem, and I *think* I had to remove anything in worldmap_init.fos that was outside the boundaries of my map grids. I think it's initializing zones that aren't on the map, so it tiles the image.
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No the grid lines do match up the fog. My problem is that when the WM map was cut into tiles/pieces in-game they are all out of place. And I don't know why.
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NVM, I have no clue whats going on...
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I still think it has something to do with the order of the map tiles are loaded.
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Is that screen you posted the entire map zoomed out, or just a section of the map???
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Is that screen you posted the entire map zoomed out, or just a section of the map???
Section of the map, I could not photograhp all of it. But even in that part of it, you can see the 2 tiles with the crater. The first part of crater tile is placed corectly meanwhile the other is not. I have tryed changing the order but nothing worked. Anyway here is the map incase someone figures how to fix it.
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Yeah, the more I look at it the more confused I get...
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Quick question. Whats TLA's WM size? Maybe if I make my map about the same size it might fix the problem.
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I've noticed that there are some things that are defined in several places in the SDK.
Maybe a setting somewhere just doesn't match?
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I can tell you:
- you must configure your map in few files (worldmap,fos or config.fos) I can't you tell it more because I don't have sdk, so I can't check this, something like this
- you must have mask file of your map because you can color water space, etc
- I am not sure but you need cut your map into pieces
I recommend you read wiki about new map, fallout 2 worldmap make
Good luck.
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No. It has nothing to do with server scripts. I found the problem and I fixed it. I knew it had to do with the client not server. So I went and had better look at the default.ini in the interface folder. And since my world-map had 25 tiles and the TLA had 20. All I had to do was change this:
GmapTilesX = 4 # Number of images in width
GmapTilesY = 5 # Number of images in height
to this:
GmapTilesX = 5 # Number of images in width
GmapTilesY = 5 # Number of images in height
and here is how the map should look. (http://i469.photobucket.com/albums/rr60/sugativa243/screen_20120826_10-31-12.jpg)
- I am not sure but you need cut your map into pieces
If you haven't read the previous posts I did say the map was cut into pieces/tiles
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Or you can not cut the image and just use it as it is.
and change to:
GmapTilesX = 1 # Number of images in width
GmapTilesY = 1 # Number of images in height
Grids and coordonates will work just fine.