Looking for People to Help Make a Map...

(stardock, if this stepping over any lines let me know and delete the post, i don't mind)

Currently SD/GPG are working on a lot of stuff on their plates at the moment.  From the looks of it all we'll be seeing in new content is 2 more demigods and maybe a map or two in the next 3-4 months.  Now i'm fine with this... and with the news of mod'ing capabilities coming up soon as well (again 3-4 months), however we're on the doorsteps of a large community with many talented mod'ers and programmer with a passion for this game.

I would like to ask if their are any of you out there who are willing to help me "crack" the demigod map creator.  The idea is simple, create a working map that can be played and downloaded into the game.  Anyone interested can post up their interests here as well as any infomation they can find or might have on where to start with this.

Hope we can help SD/GPG out by getting a head start on this. :thumbsup:

14,166 views 20 replies
Reply #1 Top

You should look at several threads on the GPG forums, where Chirmaya had a look at it with mixed succes.

I don't think making the map itself is a huge issue, it's probably nearly identical to SupCom heightmaps, the problem is that the meshes used as level props are encoded in GR2 format which we can't export to from 3DSMax without a special tool so despite being able to make a playable level it would appear empty, which isn't terribly useful.

Reply #2 Top

Wait until mod support is released.  Frankly, this game is hard enough to play w/o issues w/o trying to tack on a mod atm.  And they said we've have mod support soon enough (before summer's over), so... just find something else to do with your time.  I am very much looking forward to mod support, but won't personally use any mods until it is provided through the game w/o a hack.  I hope you are still in the community when support arrives and making maps, though!

Reply #3 Top

pacov, the problem is there is no assurance from anywhere that we will ever be given a way to import meshes. Most of the mod talk at the moment is with regard to UI mods or sim mods through lua script modification, whereas map support involves a heightmap editor (the SupCom one might work) and a method to import meshes as props. Thousands of games use the GR2 format for meshes and all sorts of other stuff, and only several have ever released a reliable method for making your own, possibly due to licensing issues.

Reply #4 Top

woppin - just my 2 cents.  no more thread crapping from me here.  I'm happy with innovations, but I don't have the slightest idea how to crack, etc, nor would I be inclined to do so.  You clearly know quite a bit more about the topic, so I leave you to it.  Cheers.

Reply #5 Top

can u tell me more about this SupCom's HeightMap Editor?  i have 3Ds Max experiance, so creating meshes isn't a problem... is this HeightMap Editor just a 3D program or something like UT 2004 editor?

 

EDIT: oh and i did some research and found out about the whole .gr2 thing... so i get how it almost impossible to mold it into the game.  so to start i'll work on the meshes..

Reply #6 Top

1 more comment.  Scottish - do some searching... I'm sure I've read a few in depth articles regarding this... might give you some more heads up. 

Reply #7 Top

The only software I know about that handles .gr2 files is "Granny".

Have a look at http://www.radgametools.com/granny/sdk.html

Reply #8 Top

can u point me in the right direction then? google has failed me :'( also GPG's forums seem to be down and if their search engine is anything like this one i don't have high hopes.  can u think of any programs/people who might know anything?  

as for Granny 3D.... alreadya  step ahead of you... the problem is that its "uncrackable" and unless i have hundreds of thousands of dollars i'm kind of out of luck.

Reply #9 Top

You should poke around the maps directory, both in the dgdata.zip and the bindata folder, all the stuff you're going to need to make is in there for the official maps.

Key files:

MAP_XX.scmap : This is the file containing the heightmap, and is probably similar if not identical to the one used in SupCom, there may have been an editor available during beta judging from what is in the threads over at GPG. You can think of this as the same system as a game like age of empires, where a block of land is determined to have a certain height (probably a float in this case), with some maximum indicating impassable terrain. DG doesn't have any maps using multiple heights, but there is the possibility that it could if it is using this same system (I looked at your map suggestions and I'm guessing you're trying to make on of them).

This file will control where units can and can't go.

MAP_XX.gr2 : This is the mesh for the level. In all the official maps they are complex multi-part 3DSMax 9 creations. If you want to take a look at them to get an idea of scale, get the Granny Viewer (google it) and open them up. I am not responsible if you go insane bitching at how shit this program is.

You have 3D modelling experience, which means you're exactly the type to be making new maps, unfortunately as you would know, you can't export to gr2 from 3DS (or in fact any program for less than $10k) so you need a plugin to do that. Since gr2 is closed format, your best bet is to try to find a granny2.dll that is the correct version for demigod - 2.7 - and try to use it with obsidian's expotron.

http://gr2decode.altervista.org/

I haven't been able to find a new version of granny2.dll, the one in my nwn2 directory is too old, DG doesn't come with one, and I can't be bothered installing every game I own from the past couple of years to check them for it.

But there are more problems, if you look at Chirmaya's effort, there are issues binding effects to meshes, and probably with binding the 3 texture maps to meshes too. I have very little 3DS experience (I code, not much else) so I'm not sure how you would do this normally. I don't have the scmap editor installed, but looking at the scmap files in a text editor there are also .dds (DirectDraw Surface) textures referenced there. Poking around inside the gr2 files in the viewer you can inspect the values for a large number of structs, none of them seem to reference effect files, so I'm not even sure how that particular system works.

I've probably made false assumptions along the way, maybe its all simpler than I'm making it out to be. But ultimately it's a mess, I toyed with the idea of trying to piece all this together, then decided that it's really not worth spending my vacation working on since it may be unsolvable and it's the sort of thing GPG should be doing for us anyway.

If you wan't some help, I suggest you try to contact Chirmaya on IRC or through the forums. Get a feel for the dimensions by looking at the gr2 files, and start making your stuff in 3DS, and hope GPG come out with a gr2 exporter sometime soon.

MAP_XX_blahblahblah.lua : There's a whole bunch of lua files in the dgdata.zip map directory that control creep paths, building locations and spawn times (linked to war rank) flags, rules etc. You can really easily stuff around with this stuff without breaking anything.

 

Reply #10 Top

http://forums.demigodthegame.com/356430/page/2

http://forums.gaspowered.com/viewtopic.php?t=31580

 

Reply #11 Top

wow thanx for all the help and info.  i haven't had time to do through all the posts... and research all the formats.  i did get an exporter for 3Ds Max to .GR2 however it only works for 3Ds Max 6, 7, and 8 so i need to find an old copy some where.  once i get some sleep i'll re-install an old copy and get on this.  i'll also try contact Chirmaya and see what he knows. :grin:

Reply #12 Top

I made a few tutorials for the official SupCom map editor back in the day:

http://www.insidesupcom.de/forumdisplay.php?f=210&styleid=13&langid=1

 

A good place to start is probably the list with links:

http://www.insidesupcom.de/showthread.php?t=13772&styleid=13&langid=1

 

My experience is limited to SupCom maps, I know my way around the marker system a little and might be able to lend a hand with some of the non-3D stuff. No promises though, I have a busy shedule.

IMO a good place to start would be creep pathing, portal and tower placements on existing maps. Then new textures, lighting and effects. Lots of nice stuff can be done in Notepad++ and PS.

Reply #13 Top

Pretty much, we need an official mesh importer/exporter.

Reply #14 Top

I was wondering if we could take Granny meshes from other content (the archer towers maybe) and resize them until they can be used as basis for a map. We would have to do something about the textures though.

Reply #15 Top

finaly got a bit of a break throught... i now i have an exporter for 3Ds Max to .GR2.  from where i found this i think it means i can now add models into the game... but i'm still in testing.  if anyone if interested in this exporter they can PM me since i'm not 100% on its legality :P .

 

anyway once i have Demigods up and running on a deperate partition i'll try screw with the .GR2 files a bit and post what i got later.

Reply #16 Top

snif snif... :'(   so just renaming the file doesn't seem to work out.... all i get is this:

so from the look of it it has something to do with .lua prgraming file in the dgdata.rar  so from here on its all uncharted seas.  can anyone giv eme a heads up or pointer on what to start with... my ultimate goal is to either replace the mesh of something in game (flags are a good start) or maybe add a completely new item.

Reply #17 Top

What did you rename?

Sorian already got this to work, and so did Chirmaya, Sorian replaced the regulus projectiles with something else iirc, Chirmaya replaced the TB model with some sort of robot.

http://i185.photobucket.com/albums/x101/Chirmaya/currentprogress.jpg

Are you using the Expotron from http://gr2decode.altervista.org/download.html ? Or something different?

 

 

Reply #18 Top

i actualy replaced the Flag_mesh.gr2 file with an exported mesh of a teapot (universtal 3Ds test model :P )... all i did was rename the exported .gr2 file to be the same as the flag_mesh one and replaces the file in /bindata/characters/flag  but the results were the same as above.  i read through all of the modding stuff by Chirmaya and was very impressed but have no idea how its done.... looks like its pushing into the relm of .lua scripts which is a whole new hill to climb.

oh, the other thing is for some reason the importer/exporter i got (which is Expotron) seesm to cause my 3Ds Max 8 to crash when i import meshes, but are fine when exporting new ones.  any ideas?  i read in the GPG forums that it might be somethign to do with compression of the file? any ideas?

Reply #19 Top

I don't have 3DS atm so I can't help you with the crashes, dump the model up somewhere and I'll see if I can get it into the game.

The flag mesh doesn't look much like the flags in game to me...

Reply #20 Top

actually the meshes for the flags count as characters in the game so u have to go into the chatacter folder not the mesh one (those are the little hanging banners around the map).  anyway i did some editing and came up with this:

here is a simple model for the Pit map i designed a while ago...  i got it into a .gr2 format however it seems that it isn't in the right version.  every time i try swap a mesh it causes the game to crash with a message saying the file is in version 6 (and needs to be in version 7)  so for now i'm stuck on the .gr2 stuff.  if anyone else wants to give it a try here are the files (.gr2 and .3ds):

http://www.4shared.com/file/115229108/1815c48e/Pit_map.html

http://www.4shared.com/file/115229109/6f12f418/Pit_map.html

 

my next problem is the textures.  i figured out they are kept in .dds files which are like highly compressed jpegs (kind of)... i got a viewer and got a bunch of pics like this:

 

thje problem i'm having is that i can't seem to find something to open up these or create my own. i tried getting a plug-in for Photoshop CS4 but they don't seem to want to work.  can anyone help me with this?

next on my list is getting SupCom's so i can try out this HeightMap Editor, but that'll have to ait till i have some money.  let me know if anyone else figures somethign out.