Editing By Hand

Questions and answers about the how and why of making maps.
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Starski
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Editing By Hand

Post by Starski » Sat May 09, 2009 5:15 pm

im on the wiki and all that jazz i have windows but i dont know weer to put the codes ?notepad or what and when im done what do i do?
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Re: Editing By Hand

Post by Bambino » Sat May 09, 2009 7:02 pm

What you do it once you're done making a map in bzedit or whatever you're using just find the map file and it should have a .bzw file extension. Click on it and if it's your 1st time opening a .bzw you click on Notepad or a different text editor. It should say a message, click yes or ok. Proceed to open the map in Notepad. Then you will see the code, there you can start to add some code from an object from the wiki. Make sure that when you save it that it saves as a .bzw and not a .txt you can just do this when you do 'save as'

Code: Select all

diz-mai-kewl-map.bzw
it needs the .bzw or else it'll be a .txt

Happy mapping!
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gentle giant
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Re: Editing By Hand

Post by gentle giant » Sat May 09, 2009 9:14 pm

yeah, basically what bambino said, but it sounded a little confusing. Heres a different way to put it. When your going to load a map go to open, then right click on the map and it shall have different options for u and there should be one or to to open with. Click on that then go to notepad. That sounds more clear to me, but whatever helps you works.
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Re: Editing By Hand

Post by Starski » Mon May 11, 2009 11:46 pm

like this?:# World built with bzedit32 world class, available at
# http://www.sourceforge.net/projects/bzflag
world
size 400
end
options
+r
-j
-set _tankSpeed 25
-ms 5
-mp 0,2,0,2,0,2
end
box
name box1
position 0 0 0
size 10 10 10
rotation 0
end
box
name box1 # Optional, but good to include
position 0 0 0
size 10 10 10
rotation 0
end
cone
name cone1
position 0 0 0
size 10 10 20
divisions 128
end
material
name mat1
addtexture blue_bolt.png
end
meshbox
position 0 0 0
size 10 10 10
rotation 0
matref mat1
end
material
name mat1
diffuse .5 .25 .1 .6
addtexture mesh.png
end
physics
name phy1
linear 50 0 0
end physics
name phy2
linear 0 50 0
endphysics
name phy3
linear 0 0 50
end physics
name phy4
slide 5 0
endphysics
name phy5
death haha! you died
end physics
name phy1
death I like you better dead!
end
meshbox
position 0 0 0
size 10 10 10
rotation 0
phydrv phy1 # Or what ever you named the physics.
end meshbox
position 0 0 0
size 10 10 10
rotation 0
matref mat1
end
material
name mat1
addtexture blue_team.png
end
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Bambino
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Re: Editing By Hand

Post by Bambino » Mon May 11, 2009 11:52 pm

Yes, like that but I don't think you need the .png extension. Also, just use the code option for pasting in here, it saves space.
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Re: Editing By Hand

Post by allejo » Tue May 12, 2009 12:41 am

actually you must have the .png extension.
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Re: Editing By Hand

Post by blast » Tue May 12, 2009 4:33 am

If you are referencing a local texture in the BZFlag data directory, you do not need to include the png extension. This is mentioned in the BZW man page.
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Re: Editing By Hand

Post by Starski » Fri Jun 26, 2009 1:28 am

how do i know how the objects look like cause to me all im doing is typing stuff down..
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allejo
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Re: Editing By Hand

Post by allejo » Fri Jun 26, 2009 1:31 am

Here's my personal website and my open source projects are available on GitHub; I work on a lot of cool things.

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Re: Editing By Hand

Post by big_daddy2 » Sun Jun 28, 2009 4:44 pm

the thing is when ever you hand-code somthing into bzflag you do not know what it will look like unless it is a simple box or pyramid, the only way to see your results is try try again and if that doesnt work try again... :roll:

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Re: Editing By Hand

Post by Starski » Fri Jul 03, 2009 3:44 pm

i dont really understand blast test launcher
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Re: Editing By Hand

Post by Bambino » Fri Jul 03, 2009 4:21 pm

It's easy. Download it and when it says to find the binarys, just click browse and look for bzfs ands bzflag. They should be in C:\Program Files\bzflag2.0.10\bzfs.exe and bzflag2.0.10. Then find the location to the map file. Choose some settings and press start.
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Re: Editing By Hand

Post by Starski » Mon Jul 06, 2009 8:33 pm

aw ok i see but there are 3 lines which one do i put my file my for my map and i cant find it
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Re: Editing By Hand

Post by blast » Tue Jul 07, 2009 1:15 am

Danji wrote:aw ok i see but there are 3 lines which one do i put my file my for my map and i cant find it
The one that says "BZW world file". You could also try the StartBZFS application that JeffM posted on the forum.
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Re: Editing By Hand

Post by Starski » Thu Jul 09, 2009 2:20 am

ok i get it now but it keeps saying Error Connecting to server,when i try to connect with the server.
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Re: Editing By Hand

Post by Bambino » Thu Jul 09, 2009 2:54 am

Okay, start the server with the map then BZFlag should automatically start if done correctly. If it keeps saying "Trying..." they close the client and press STOP and it will read out the errors, if any.
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Re: Editing By Hand

Post by Starski » Thu Jul 09, 2009 2:58 am

yeah it had errors
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Re: Editing By Hand

Post by Bambino » Thu Jul 09, 2009 3:01 am

What kind...post them...
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Re: Editing By Hand

Post by Starski » Thu Jul 09, 2009 3:13 am

=============================
Possible errors:
=============================
using group file "C:\Users\Danji.Samuel-PC.000\AppData\Local\Temp\bzwtl\groupdb"
ERROR: A world was not specified


=============================
Other Output:
=============================
set variable: _tankSpeed = 25
LIBCURL version: libcurl/7.16.3-CVS c-ares/1.3.3-CVS
C:\Users\Danji.Samuel-PC.000\Desktop\bzw.map: warning: world file extension is not .bzw, trying to load anyway
warning: duplicate material name (mat1)
the first material will be used
C:\Users\Danji.Samuel-PC.000\Desktop\bzw.map: warning (line 49): invalid object type "name" - skipping
C:\Users\Danji.Samuel-PC.000\Desktop\bzw.map: warning (line 50): invalid object type "linear" - skipping
C:\Users\Danji.Samuel-PC.000\Desktop\bzw.map: warning (line 51): invalid object type "endphysics" - skipping
C:\Users\Danji.Samuel-PC.000\Desktop\bzw.map: warning (line 52): invalid object type "name" - skipping
C:\Users\Danji.Samuel-PC.000\Desktop\bzw.map: warning (line 53): invalid object type "linear" - skipping
C:\Users\Danji.Samuel-PC.000\Desktop\bzw.map: error (line 54): unexpected "end" token
C:\Users\Danji.Samuel-PC.000\Desktop\bzw.map: error: world file failed to load.
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Re: Editing By Hand

Post by Bambino » Thu Jul 09, 2009 4:20 am

world file extension is not .bzw
Make it .bzw
and this ERROR: A world was not specified
and then fix the unknown name types, re-test.
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Re: Editing By Hand

Post by blast » Thu Jul 09, 2009 11:59 am

You're probably missing a line that starts an object. Look a little above line 49 in your map file.
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Starski
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Re: Editing By Hand

Post by Starski » Sun Jul 12, 2009 1:25 am

wat do u mean line 49?
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Re: Editing By Hand

Post by Bambino » Sun Jul 12, 2009 1:51 am

He means line 49 in the map file.

Line 1
Line 2
Line 3
...
Line 49

You have objects called "name"
You cannot have an object called name.
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Re: Editing By Hand

Post by blast » Sun Jul 12, 2009 1:06 pm

If your text editor doesn't have any way to show the line number, it's time to get a better editor. You need to look near line 49 if you want to solve this, as you deleted a line that contained the object type.
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Starski
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Re: Editing By Hand

Post by Starski » Sun Jul 12, 2009 5:24 pm

like do i count or what? hope i dont sound dumb..
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