Map question

SkelApe

Member
Elder
Joined
Nov 10, 2007
Messages
651
hey all. can somebody help me with maps? i have my map built and i believe i already have the .bwe files and the .ter files, but i dont understand where you get the .xml, .pat, .wal, .chl and the .bik files from and how you apply them.
(i am making a desert landscape and it should hopefully feature in my "The Egypt Project v2")

thanks
SkelApe
 
the .pat and .wal files are created by the editor when you lay down either paths or walls.

The .bik files are videos. We use them to display text, like instructions, which aren't in the word files.

http://www.radgametools.com/bnkdown.htm

The .chl files are the challenge files which run the map. These you need to compile yourself either from pre-made scripts or by writing your own scripts.

http://www.bwfiles.com/scripts/index.php



 
could you suggest how to make a chl file if i have the scripts? and do you know why when i start a new game on my map it hangs and the loading light just files by but i can still hear the noises of the shore etc? the load screen that i have installed is just displayed on the screen with no response. do i perhaps need a .chl file?

thanks
 
A landscape won't load unless there's a  .chl file.

Take a look at the maps which we offer for download. Most of them have the scripts used included. That will give you some idea of how they are put together. Also in the our Script Library, Daxter has put together a few tutorials.

You do need to use the compiler though, here's a tutorial on how to do that.

http://wiki.planetblackandwhite.gamespy.com/PBnWModdingWIKI/index.php/Scripting_Tutorial:_Getting_Started

 
i have the map working, and the enemy has a thriving aztec city, but i was wondering how you enlarged influence and got every building on the build menu like i have seen in a few maps before. also, the enemies villagers move freely but mine just stay in a rectangular space and when i move one, it runs back to the rectangle. i believe ive already set the nav ribbon aswell.
sorry if this is alot but one more question. how do you allow creature select and make the enemies creature visable?

thanks again and merry christmas, SkelApe
 
SkelApe said:
i have the map working, and the enemy has a thriving aztec city, but i was wondering how you enlarged influence and got every building on the build menu like i have seen in a few maps before.

http://www.bwfiles.com/scripts/index.php?action=file&id=21

also, the enemies villagers move freely but mine just stay in a rectangular space and when i move one, it runs back to the rectangle. i believe ive already set the nav ribbon aswell.

This sounds like the nav ribbon isn't properly set. Recheck it.

sorry if this is alot but one more question. how do you allow creature select and make the enemies creature visable?

thanks again and merry christmas, SkelApe

http://www.bwfiles.com/scripts/index.php?action=file&id=22
http://www.bwfiles.com/scripts/index.php?action=file&id=27

And a Merry Christmas to you also. :)
 
i took youre advice on scripting and compiling etc and it appears to have worked (compilation successful) but it has had no effect on the game. and also, some scripts dont appear to work accordfing to the compiler. do they need personalising or changing?

thanks
 
Ok, a couple of things to do.

In the compile.bat file, create a new line at the end and add pause. This will stop the cmd window from closing so you can read the output from the compiler.

Secondly, copy the bw2text.bin file from the Data\text folder into the compiler folder. This file contains the language strings used by some scripts. You will now get a MS/windows error, just ignore it. The compiler will complete the task properly.

Also, are you changing the map.txt file to load that land and check the .bwe file to see is the .chl file is pointed to. I think that's this line
Code:
SET_LAND_NUMBER([color=red]2162[/color])
 
ive tried that but the same result is the outcome. the compiler says that its worked and was successful. is it something to do with globals? could you show me an example of a script just before it is compiled please, to gie me an idea of what i could be doing wrong? after listing each file in the challenges script do i need to define it in each file?
thanks again
 
I think the best examples are included with the maps we have for download.

Make sure that the path to the file in challenge.txt is the path to the file from the compiler, not the challenge.txt file

I do it slightly differently than as described in the WIK. I keept all files for eah map in a seperate folder in the compiler folder. With all of the compiler files being in the compiler folder here's the script from one of the.

Code:
"Script Compiler" -path . -enumfile .\Enums.txt -dbfile .\bw2text.lhts -scriptpath . -inputfile ./Land2146/Challenges.txt .\Land2146\Land2146.chl
pause

The Challenges.txt file is kept in the folder for that map.
Code:
Land2146/Generic_globals.txt
Land2146/GenericCreatureSelect.txt
Land2146/Generic_scripts1.txt
Land2146/epics.txt
Land2146/KalevRunAround.txt
Land2146/invincibleGuy.txt

Land2146/Generic.txt

Land2146/backgroundstuff.txt
Land2146/buildcities.txt
Land2146/epics.txt
Land2146/indigenousPatrol.txt
Land2146/PlatoonsTown1.txt
Land2146/PlatoonsTown2.txt
Land2146/DefendTowns.txt
Land2146/invincibleGuy.txt
Land2146/KalevRunAround.txt
Land2146/CreatureSelect.txt

Land2146/Land2146.txt
 
i am on the brink of compleing my map. might need to know a little bit more though. how do you give proper names to yours and your enemies towns? and are they able to automatcally migrate or do i need an extra script?
 
You can get the town names from looking at the .bwe files in the LHS maps.

Migration is automatic when the impressivness level is reached.
 
no i mean how do you name different towns on self created maps and stop it saying "NID"

(i should get the project completed today - its going to be a good contribution i think. it has alot more features than the original and ive found some awesome models for the egyptian soldiers)
 
The names for the towns are listed in the bw2text.lhts file in the compiler folder. But that's best viewed using a hex editor.

So, what I do is to go through the LHS maps to find the names for the towns and manually add them to my map file.

Code:
SET_TOWN_NAME(0, "[color=red]BW2T_PLACENAMES_NORSECITY_16[/color]")
 
so do i change the part in red to my desired town name? where are the "LHS maps" and what map file are you talking about? i apologise for sounding a bit stupid but this is the one thing id promised myself id get right. could you go into more depth?  :blush
 
What I mean by LHS maps  are the maps which were created by Lionhead Studios for the game. Land1, Land2, etc. Sorrry to confuse you.

Ok, it's been a while and I just had time to check, you need to add that line.

The first line when a town is created is like this:
Code:
CREATE_TOWN(0, "1242.52,1302.34", "PLAYER_ONE", "GREEK")

Add the line I posted earlier below that line. The first number is the town number. For the other towns, don't forget to change that to the number for that town. For an idea of what names can be used, check the LHS maps.
 
The compiler states that theres a parse error near token "(" and that it was expecting T_OPENARRAY or T_ASSIGN. i tried exactly what you told me; any sugestions?
 
You don't compile the .bwe file. What is it that you are trying to compile?
 
ah i thought you meant place the 2 lines in your main script and compile it! no wonder it didnt work. so how exactly do i apply the 2 lines to my map? all i got was "map file"
 
Once you place a village and/or other objects a .bwe file will be created in the Data\landsccape\BW2 folder. That's what you edit.
 
Back
Top