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[Question] Creating new maps?

Discussion on [Question] Creating new maps? within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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[Question] Creating new maps?

I was wondering, if it is possible to create new maps for conquer, like Twin City/wind plain is a map.

I know this seems silly, but I was really curious.
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Old 04/11/2009, 14:07   #2


 
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That`s something I can`t figure out, I`d love to make new maps in Photoshop
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Old 04/11/2009, 14:13   #3
 
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Yeah, I'm thinking about creating a story. Basically a new game, and i'm stuck with the **** maps conquer has..

TQ just added trees into BI on normal CO, so I presume that it is POSSIBLE to edit them. And it's obviously POSSIBLE to create.

****, that would be good.
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Old 04/11/2009, 14:59   #4
 
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Ofcourse, you can 'edit' a map, but not the real way. For example, you can edit the way a christmas tree looks like, and other house items, maybe benches, trees, houses, anything, then you go add them in a map you want to edit. It's a cool idea but requires some heavy skill in photoshop and some avarage knowledge about both conquer and conquer programming.

Goodluck
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Old 04/11/2009, 15:10   #5
 
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Do you think you could do it if you tried Emme?

(Not leading on to me begging for help, just a question).
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Old 04/11/2009, 15:14   #6
 
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Or you could copy a map, change the map ID, set it to PK
And bam you got a pk city lol
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Old 04/11/2009, 15:48   #7
 
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Vortex, goodluck with copying a map and changing the ID, lawl.

Flame, I'm in the progress of making my own source better when I have time, and I suck with photoshop. All you have to do basically is to figure out how to spawn a SOB (GW Pole is a SOB) and find the ID for house items, and change their look. Goodluck
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Old 04/11/2009, 15:51   #8
 
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lol, it Actually works, lol
you should try it.
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Old 04/11/2009, 16:06   #9
 
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Quote:
Originally Posted by Vortex. View Post
Or you could copy a map, change the map ID, set it to PK
And bam you got a pk city lol
What do you mean copy a map? Like.. inside an .ini file.. or a piece of code or what...?

I understand where you're coming from though, thanks for the idea. Will help with my PK tournaments and such.
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Old 04/11/2009, 16:18   #10


 
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I`d like to make brand new maps though. Any ideas on that?
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Old 04/11/2009, 16:25   #11
 
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Quote:
Originally Posted by EmmeTheCoder View Post
Vortex, goodluck with copying a map and changing the ID, lawl.

Flame, I'm in the progress of making my own source better when I have time, and I suck with photoshop. All you have to do basically is to figure out how to spawn a SOB (GW Pole is a SOB) and find the ID for house items, and change their look. Goodluck
that was actually released about all the Ids for the SOBs trees and all..
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Old 04/11/2009, 16:28   #12
 
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Quote:
Originally Posted by ElDeRnEcRo View Post
I`d like to make brand new maps though. Any ideas on that?
Me too, I think when Vortex said copy a map...

We would have to copy the data for what the map actually looks like... Therefore if they tell us which files to copy, i'd search through there and i think it'd be in there.

Oh and btw, you would have to put in all the "you cannot jump here" and stuff aswell...
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Old 04/11/2009, 18:37   #13
 
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as far as i can tell a new map cannot be created, due to the .DMAP file associated with each map. This is a file that tells the server what parts of the map are walkable and arent, which parts have elevation, things like that. Its been said before so i aint saying anything new, but you can use the maps buried in TQ's client, that arent used, and they will appear new to players. You can edit exiting maps, but the catch is, ppl will walk on what you drop in. So lets say, i drop a building in the market to take up space on it, ppl will walk on it as if it is painted on the ground. You can try to reskin the tree, but it'd be easier to just add like decorations and such, since they might* (not sure havent worked trees yet) somehow wrap around a wire frame, in the case of this game a .C3 file. Not sure how the objects in game work. it could be the DMAP has the area of the tree marked as unable to be walked on, and there for you could drop any 2D skin of the tree and have it seperated from the map floor as an object that must be walked around. BTW, one person claims to have been able to alter where is walkable and where isnt. MAYBE, if you all find his post and let him know the new use for this on a psrvr he'll out the technique. When he used it, it was to do TQ hacks...not psrvr manipulations. Not sure if there is a difference but...he would.
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Old 04/11/2009, 19:18   #14
 
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Ultimation made a map before.
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Old 04/11/2009, 19:24   #15
 
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and in 2005 i think, he had a post claiming to have made an area accessible, that was previously not, tho he said the server still saw an "outofbounds" movement, basically. If anyone could do it, it'd be him alone, or anyone he told how to do that to. BTW, if he was to PM me the technique, i wouldnt say a word

(edit- im pretty sure it was him, i could check and link)

(2nd edit - It was Unkownone that i read a thread from, here's the link for those interested

Quote:
Originally Posted by unknownone View Post
Yeah. just by editing the dds files like normal. The cleint checks for files in the data folder first, and if they arent there, it looks for them in data.wdf. If you fully extract it and place all the extracted files in the right folders, you can delete the .wdf file and still play the game.

I pretty much have a structure doe .DMap files too. I can edit accessable places. Server checks kick you off when jumping though, but you can walk anywhere, since walk packets dont specify co-ordinates.




dont raise a dead thread, they'll kill me!
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