| Original editable map pack | |
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$ MalinOMW
Posts : 577 Reputation : 9 Join date : 2011-07-22 Age : 31 Location : Poland
| Subject: Original editable map pack Fri Mar 01, 2013 9:18 am | |
| so here i go with all unpacked and then packed into .kmp file all maps which where on -maps.hpi -missions.hpi -ipdata.hpi (ipmaps) -ipmissions.hpi -demo.hpi {press ctrl + s to download | or press on File>download} https://docs.google.com/folder/d/0BzVadpcR3a1aelhDM0hUTFlWRlE/edit?docId=0BzVadpcR3a1aSzhmMWx6c3RMUzA {press ctrl + s to download | or press on File>download} Tips: if you have error during looking on some maps, resize them before doing anything (if error appear before anything else i dunno how do something) Conclusions 1.IP CAMPAIGN HAVE 26 MAPS but only 25 are used, 26 is probably mention as option against to 25 (u play creon/sage against all four monarchs (also ipdata.hpi file have in camps folder 3 files for 3 campaign (BoD, IP and alternative IP but its not readed by kingdoms)) in this map pack i give that map as "other campaign" so you can play this "campaign"(map) just read !readme.txt file in proper folder also you can play demo campaign 2.most of this map weren't made by cartographer (due to really irregular size and placed unit in .ota file (i won't belive if they write every unit in that .ota file manually(if they do that they really sux))) 3.some of maps don't want to be open to view even terrain 4.i still dunno how to open .cob .ota campaign files fully for cartographer or skirmish/multiplayer mode 5.i still dunno how to open .crt skirmish/multiplayer maps for campaign mode 6.some of original cd/dc maps have scripts but it weren't used due to declaration in .ota file (angvir's maze and iapur narrows) so there are some infos (obvious for somebody, for other not) cartographer*<=> skirmish/multiplayer *(with exepction for some irregular size maps) skirmish/multiplayer mode almost for sure don't read .cob files and for 99,999% don't able read fully .ota files (read but in much "shorter" way than campaign mode can) Unknown editor <=> campaign campaign mode almost for sure didn't read .crt file and also don't require all players start location (only always for player1 and sometimes for other) also campaign mode (i quess, don't test it yet) have abbilty to play against many players (more than 8 ) Edit ohh its my 200 post, i am on my way to become spammer Edit 2 gonna play last IP map Edit 3 lol mechanics give better profits than creon divine lodestone (forgot name) (9350/20= (20 its a profit compared to regular lodestone) =467,5 (so 467,5 per 1 additional mana) mechanics price 355 (its CB off ofc) how the hell cavedog didn't saw that obvious fact divine lodestone have some advantages comparing to lots of mechanics 1.unit limit 2.amount of health (but propably 20 mechanics have more health than 1 divine and also its hard to kill 20 mobile units than one structure) (so its not strong argument) Edit4 its weird map (i lose ), i think i understand why this is blocked map Edit5 {8th Aug 2013) to play that 26th IP map: - Spoiler:
1.You need to have TA:K switcher, go first and find it before anything else, unless you have it here we go next 2.download that map pack 3.get file "Last extended not used mission.hpi" from: mapy źródłowe\Campaign IP\Specials\Last extended not used mission.hpi 4.move that file to Cavedog\Kingdoms\mods (you need to have switcher) 5.Launch TA:K switcher 6.Select that mod (press 2 time on that mod and if it appear right to "Mod:" you achieve succes 7."Launch TA:Kingdoms 8.choose campaign "last iron plaque mission"
Last edited by $ MalinOMW on Sat Aug 10, 2013 11:21 am; edited 6 times in total | |
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rammstein
Posts : 74 Reputation : 5 Join date : 2010-04-16 Age : 32 Location : Sweden
| Subject: Re: Original editable map pack Sat Mar 02, 2013 5:31 am | |
| It would have been nice if Cavedog released whatever program they used to make the mission maps. It would also have been nice if scripted multiplayer maps could have used the unit commands from mission .ota files and the more advanced scripts from the .cob files instead of just the .crt file.
The script for iapur narrows seems to have some cool idea that you could get resources from hunting deers. | |
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Original editable map pack Sat Aug 10, 2013 8:52 pm | |
| Will you be able to edit these maps and play them online?
Can you pack all these maps together into one single file for download? | |
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$ MalinOMW
Posts : 577 Reputation : 9 Join date : 2011-07-22 Age : 31 Location : Poland
| Subject: Re: Original editable map pack Sun Aug 11, 2013 9:12 am | |
| they are just pack into .kmp you can see titleset by cartographer, nothing more (ok somebody can add units etc, but it would require big amount of time , that extract>segragate>pack all of those maps take me something many hours it is packed just download it and unzip dunno how it looks in other language version, to download that .rar file you need to click on File (next to Edit, View, Help options), then i know google drive can be complicated, gonna migrate to another, disc | |
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Original editable map pack Sun Aug 11, 2013 11:39 am | |
| I was thinking in grabbing a whole bunch to add more lodestones in ground and water. Then name it NewEra Pack, so whenever people play the mod, they could play these maps with mana in water.
I'll have to see how these file work. | |
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$_ARTHAN
Posts : 759 Reputation : 0 Join date : 2011-03-01 Age : 35 Location : Greece
| Subject: Re: Original editable map pack Sun Aug 11, 2013 12:46 pm | |
| You can put mana in water by simply creating skirmish maps or editing existing maps via the Cartographer. You don't have to extract anything at all! | |
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Original editable map pack Mon Aug 26, 2013 10:17 pm | |
| I am looking to convert these maps to the NewEra style, which is adding 5 manas per post, and add posts all over the maps as a way conquer them.
Hey Malin, how did you repack all these maps as .kmp? Did you have to go through them one by one? Which type of file reads the terrains for these maps?
What maps can be read? Any map I try to open, says: this map has no ota file. | |
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$ MalinOMW
Posts : 577 Reputation : 9 Join date : 2011-07-22 Age : 31 Location : Poland
| Subject: Re: Original editable map pack Tue Aug 27, 2013 5:48 am | |
| i can open them dunno why u can't btw maybe change the name of main folder from polish "mapy źródłowe" to anything other (maybe program have problem with path and polish symbols) i just unpack everymap (i think every) with hpiview, then pack them into .kmp P.S. Before play that map you need to add more start locations P.S.1 yea i pack them one by one (it take something 2-5 hours) P.S.2. In some days i can't open some maps, but today i can open everymap, dunno why xD, one of the reason is that many originals maps have not exactly regular size, after open first thing what i do is give +1 size (by resize option), and i hadn't yet crash after that it include in .kmp: - Spoiler:
below description of files, and comparing between 1st. skirmish/multplayer launcher to 2nd campaign one launcher
.ota,-1st launcher that file have start position information, 2nd launcher have game start unit position, and commands for them, also defeat and victory condition is here .tdf - in both launchers that file definie "use only units" (if that file not appear, every units is in "use") .tnt - in both launchers that file "talk about" map terrain/sacred stone/and other global stuff which is not related with players units .txt - in both launchers that file is map description (press f2) *.crt - only in 1st launcher type(multiplayer to be more accurate) scripts, start locations, unit locations not include .cob due to its only for campaign, and skirmish/multiplayer launcher can't read at all it (what i know, i tried to launch .cob scripts but i failed everytime) P.S.3 I didn't include map from v2rocket.hpi (Abnar's terrace, Loch Brynn) P.S.4 .hpi and .kmp are same type files they just have other name LMAO (and "use" but everything inside is same) P.S.5 If somebody know how to open map in multiplayer launcher* with .cob , share that knowledge - Spoiler:
In TA:K there are 3 type launchers: Skirmish, Multiplayer, Campaign,: Skirmish launcher can launch only terrain, and start locations Multiplayer can launch cartographer type scripts Campaign can launch .ota start unit locations, start commands for units, and .cob advance scripts Is it possible to launch .cob in Multiplayer launcher?
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Original editable map pack Tue Aug 27, 2013 4:49 pm | |
| I don't know if this helps, but you can open .cob files with scriptor. I'd say open up other .cob map files and see how they work. There is also an option for scripting in cartographer under scenario/ scripting; I'm not sure what this is for.
What was the original file extension that you repacked as .kmp? Was it ota, tnt, crt, or tdf?
By the way, what does the "Ex" means in the maps cd dc folder?
I can now open the map files. It seems like your polish name wasn't being recognized by cartographer hehe. | |
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$ MalinOMW
Posts : 577 Reputation : 9 Join date : 2011-07-22 Age : 31 Location : Poland
| Subject: Re: Original editable map pack Tue Aug 27, 2013 5:32 pm | |
| - Sage wrote:
- I don't know if this helps, but you can open .cob files with scriptor. I'd say open up other .cob map files and see how they work. There is also an option for scripting in cartographer under scenario/ scripting; I'm not sure what this is for.
I know it - Quote :
- What was the original file extension that you repacked as .kmp? Was it ota, tnt, crt, or tdf?
depends on map type every map had .tnt and .ota .crt have only skirmish/multiplayer maps .tdf scripted, and campaign one usually (it works in same way in both cases) .cob were removed due to they gonna be "eaten" anyway by cartographer when open/save map - Quote :
- By the way, what does the "Ex" means in the maps cd dc folder?
nothing, just to not give same name, and potentialy problems etc - Quote :
- I can now open the map files. It seems like your polish name wasn't being recognized by cartographer hehe.
"that i feel", change OS to Polish one to avoid future problems with Polish symbols xD | |
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$_ARTHAN
Posts : 759 Reputation : 0 Join date : 2011-03-01 Age : 35 Location : Greece
| Subject: Re: Original editable map pack Tue Aug 27, 2013 6:48 pm | |
| - Sage wrote:
- There is also an option for scripting in cartographer under scenario/ scripting; I'm not sure what this is for.
Cartographer scripting is different than campaign mission scripting. They're also a totally different kind of file, as Malin has already suggested. With Cartographer, it is actually much easier to create a pseudo-campaign which can be played co-op with other people online or single player via rammstein's addon. As for "real" campaigns, since we lack the program Cavedog had used to create the Book of Darien and IP missions, we have to manually open and edit everything (btw, the program used by Cavedog to create missions can be seen at TAK credits scene ). As far as I've worked & studied the files from the OTAK & IP missions, I have found the following: lineofsight=0; //no line of sight lineofsight=1; //line of sight enabled mapping=0; //map not revealed mapping=1; //map revealed DestroyAllUnits=1; //Winning via destroying every unit & building of your opponent KillAllMobileUnits=1; //Winning via killing every unit of your opponent KillAllOfType=NPCALCH; //Winning via killing all units of a certain type KillEnemyCommander=1; //Winning via eliminating the enemy monarch CommanderKilled=1; //Losing if Monarch is killed AllUnitsKilled=1; //Losing if all your units are killed AllUnitsKilledOfType=VERMAGE; //Losing if all your units of a certain type are killed MoveUnitToRadius=NPCEMEN, 130, 76, 15; //Winning by moving the named unit to the specific area UnitTypePassesZ=NPCBOTL, 18; //Winning by escorting a certain unit type beyond a cordinate KillUnitType=VERSWORD, 17; //Winning by killing a certain amount of a certain unit type Here is a Tyrak example "campaign" I've made (just the first clumsy mission, play it as an addon via the Cartographer). Downloading size = 35 Mb https://dl.dropboxusercontent.com/u/61724283/TAKrelated/TyrakCamp.hpi | |
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Original editable map pack Tue Aug 27, 2013 7:12 pm | |
| That was pretty good Arthan. Great job. | |
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chris_taylor123
Posts : 5 Reputation : 0 Join date : 2013-08-26 Age : 34
| Subject: Re: Original editable map pack Tue Aug 27, 2013 8:27 pm | |
| Thank you MalinOMW for this. I always wanted to edit one of my favorite original maps which is called "castle". | |
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Original editable map pack Tue Aug 27, 2013 9:10 pm | |
| Hey Malin, why do you think on some maps you can't seem to view the whole terrain? I move the scroll bars up and down, but it only goes up to a certain point. Have you had this happen?
For some reason by zooming in, you can view the rest of the map.
I see how you packed the maps. You took all the map files and compressed them as .kmp rather than .hpi. | |
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$ MalinOMW
Posts : 577 Reputation : 9 Join date : 2011-07-22 Age : 31 Location : Poland
| Subject: Re: Original editable map pack Wed Aug 28, 2013 3:34 am | |
| - Sage wrote:
- Hey Malin, why do you think on some maps you can't seem to view the whole terrain? I move the scroll bars up and down, but it only goes up to a certain point. Have you had this happen?
Resize map (Scenario>Resize) and give +1 size to both height and wight that problem is caused probably because cartographer have problems with support irregular size maps | |
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Original editable map pack Fri Aug 30, 2013 10:20 pm | |
| I was waiting impatiently to get to the IP mission 26 map, but the map does not want to open in cartographer. Would anyone know how this can be accomplished? | |
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$ MalinOMW
Posts : 577 Reputation : 9 Join date : 2011-07-22 Age : 31 Location : Poland
| Subject: Re: Original editable map pack Sat Aug 31, 2013 4:11 am | |
| ohh seems that 25 and 26 IP missions can't be opened ;/ (auto crash before anything, probably its unfixable) | |
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| Subject: Re: Original editable map pack | |
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| Original editable map pack | |
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