Difference between revisions of "How to create new scenario/mission"

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<div style="border:1px solid #dfdfdf; padding:1em; background-color:white;">
+
== Brief video tutorial ==
This manual is intended for the new reworked map editor. Not release yet, but you can already try it in the '''Steam beta branch'''.
+
<YouTube>xiusBgW_kfg</YouTube>
</div>
+
 
 +
== Custom maps and mods ==
 +
 
 +
*All new or changed data (including new missions) are distributed and managed through the mods.
 +
**Note: All scenarios are in fact missions without a campaign, so we will refer all new maps as a missions.
 +
*Although working with the map editor won't require you to work directly with the raw mod data, the user should know the basic of how the mods work.
 +
*See [[Quick Start & Modding Basics]]
 +
 
 +
== Mission map vs Mission definition ==
 +
 
 +
Process of creating a new mission in Nebuchadnezzar has two main parts:
 +
*1) Define the mission.
 +
**Create data structure for the mission.
 +
**Define all of the mission's properties like available buildings, surrounding cities, mission objectives etc.
 +
*2) Create a map for the mission.
 +
**Create the map itself.
 +
**Place all terrains, buildings etc.
 +
 
 +
= In-game editor screens =
 +
In-game editor screens description.
 +
 
 +
== Mods management screen ==
 +
This screen allows you to create new mods and to upload your mods to the Steam workshop.
 +
*1) List of your developers mods
 +
*2) Create new mod with the given name.
 +
*3) Upload selected mod to the Steam workshop
 +
*4) Go to the next screen with the mod's missions.
 +
 
 +
[[File:Editor1.png|750px]]
 +
 
 +
== Missions management screen ==
 +
This screen allows you to create map for the defined missions and access them for the future editing and testing.
 +
*1) List of your missions in the selected mod.
 +
*2) Create new map for the selected mission.
 +
*3) Open editor with the selected mission, either for empty map start or historical start.
 +
*4) Run the selected mission, either in empty map start or historical start.
 +
*5) Open missions definition tool. More below.
 +
 
 +
[[File:Editor2.png|750px]]
 +
 
 +
= Definitions files editor =
 +
 
 +
Nebuchadnezzar definition files generator (NDFG) is an externa tool to help users to create and edit missions' definition files.
 +
*It can be launched from the game of separately in installation folder at <code>installation folder/binary/[linux, win]_editor/editor.exe</code>
 +
'''Warning:''' [[File:Warn.png]]
 +
*All mission related definition files in the mod will be rewritten by the generated files.
 +
*This tool uses its own data storage, meaning that none of "out of tool" changes will be reflected in this tool.
 +
 
 +
== Mod selection screen ==
 +
 
 +
This screen contains tool description and mod selection.
 +
*1) Select mod to edit.
 +
[[File:Editor3.png]]
 +
 
 +
== Missions selection screen ==
 +
 
 +
This screen contains all missions in the selected mod.
 +
*1) Select, remove or rename selected mission.
 +
*2) Add (create) new mission.
 +
[[File:Editor4.png]]
 +
 
 +
== Mission edit screen ==
 +
 
 +
The most important screen where the user can edit all mission's property.
 +
*1) Choose section to edit.
 +
*2) Save all data.
 +
*3) Save all data and generate definition files.
 +
[[File:Editor5.png]]
 +
 
 +
= Map editor =
 +
 
 +
Map editor allows user to create and edit the mission map itself. Terrains, buildings, vegetation etc.
 +
*Editor looks and works very similar to normal playing.
 +
*User is able to change terrain and place some additional buildings like trees and animals.
 +
 
 +
== Grid/Surface tools ==
 +
 
 +
By this tool user can change the surface of the map.<br>
 +
[[File:Editor6.png]]<br><br>
 +
'''Warning:''' [[File:Warn.png]]
 +
*Not all surfaces are compatible.
 +
*Tiles with incompatible (not defined) transitions are displayed as pink.
 +
[[File:Editor8.png]]
 +
*Example of not defined transition between soil and rocky surface.
 +
 
 +
== Special tools ==
 +
 
 +
Special tools and utilities.
 +
*1) Map ends.
 +
**Determine where the trade boats and new settlers are spawned.
 +
**Do not forget that water map ends has to be on the water and land map ends has to be on the land and should be also on a road so the new settlers are able to come.
 +
*2) Save map. Either for empty map start or historical start.
 +
*3) Change map money.
 +
 
 +
[[File:Editor7.png]]
 +
 
 +
== Useful console commands ==
 +
*<code>resize_map [diff x] [diff y]</code>
 +
**Resize currently edited map by <code>diff_x</code> in width and <code>diff_y</code> in height
 +
**Preserves surface and buildings (but not their settings like workers, routes etc.)
 +
**It can also be used to change default map rotation, just rotate the map to required rotation and then resize it by <code>0 0</code>
 +
 
 +
= Step by step example of creating a new mission =
 +
 
 +
=== A) Create a new mod ===
 +
 
 +
*1) In the [[#Mods_management_screen|mod management screen]] enter new mod name and then click on the "Create a new mod" button.
 +
*2) Restart the game.
 +
*3) Enable mod in the Mod manager
 +
*4) Restart the game.
 +
 
 +
=== B) Create a new mission ===
 +
*1) Go to the [[#Missions_management_screen|missions management screen]] with the newly created mod.
 +
*2) Click on the "Open definition files editor" button.
 +
*3) NDFG tool should open on the [[#Missions_selection_screen|missions selection screen]].
 +
*4) Enter new mission name and click on the "Add new mission" button.
 +
*5) Select the newly created mission.
 +
 
 +
=== C) Setup new mission ===
 +
*1) For easy start use some preset in the ''General'' tab.
 +
*2) In the ''Description'' tab fill the ''Mission image'' field because it's the only field not filled by the preset.
 +
** Image must be stored in the mod directory to game be able to load it.
 +
*3) Click on the "Save and generate files" button to generated required mission definition files.
 +
*4) Close the tool.
 +
 
 +
=== D) Create new map for the mission ===
 +
*1) In the editor [[#Missions_management_screen|missions management screen]] select newly created mission.
 +
*2) Set size of the new map and click on the "Create new map" button.
 +
 
 +
=== E) Edit the map for the mission ===
 +
*1) Now just let your imagination run wild and paint the map.
 +
*2) Setup map ends points.
 +
** Do not forget that water map ends has to be on the water and land map ends has to be on the land and should be also on a road so the new settlers are able to come.
 +
*3) Add some money in the tools menu.
 +
*4) Save the map in the tools menu.
 +
*5) Return to the game's main menu and try to run your new mission from the scenario menu.

Latest revision as of 14:53, 11 January 2024

Brief video tutorial[edit]

Custom maps and mods[edit]

  • All new or changed data (including new missions) are distributed and managed through the mods.
    • Note: All scenarios are in fact missions without a campaign, so we will refer all new maps as a missions.
  • Although working with the map editor won't require you to work directly with the raw mod data, the user should know the basic of how the mods work.
  • See Quick Start & Modding Basics

Mission map vs Mission definition[edit]

Process of creating a new mission in Nebuchadnezzar has two main parts:

  • 1) Define the mission.
    • Create data structure for the mission.
    • Define all of the mission's properties like available buildings, surrounding cities, mission objectives etc.
  • 2) Create a map for the mission.
    • Create the map itself.
    • Place all terrains, buildings etc.

In-game editor screens[edit]

In-game editor screens description.

Mods management screen[edit]

This screen allows you to create new mods and to upload your mods to the Steam workshop.

  • 1) List of your developers mods
  • 2) Create new mod with the given name.
  • 3) Upload selected mod to the Steam workshop
  • 4) Go to the next screen with the mod's missions.

Editor1.png

Missions management screen[edit]

This screen allows you to create map for the defined missions and access them for the future editing and testing.

  • 1) List of your missions in the selected mod.
  • 2) Create new map for the selected mission.
  • 3) Open editor with the selected mission, either for empty map start or historical start.
  • 4) Run the selected mission, either in empty map start or historical start.
  • 5) Open missions definition tool. More below.

Editor2.png

Definitions files editor[edit]

Nebuchadnezzar definition files generator (NDFG) is an externa tool to help users to create and edit missions' definition files.

  • It can be launched from the game of separately in installation folder at installation folder/binary/[linux, win]_editor/editor.exe

Warning: Warn.png

  • All mission related definition files in the mod will be rewritten by the generated files.
  • This tool uses its own data storage, meaning that none of "out of tool" changes will be reflected in this tool.

Mod selection screen[edit]

This screen contains tool description and mod selection.

  • 1) Select mod to edit.

Editor3.png

Missions selection screen[edit]

This screen contains all missions in the selected mod.

  • 1) Select, remove or rename selected mission.
  • 2) Add (create) new mission.

Editor4.png

Mission edit screen[edit]

The most important screen where the user can edit all mission's property.

  • 1) Choose section to edit.
  • 2) Save all data.
  • 3) Save all data and generate definition files.

Editor5.png

Map editor[edit]

Map editor allows user to create and edit the mission map itself. Terrains, buildings, vegetation etc.

  • Editor looks and works very similar to normal playing.
  • User is able to change terrain and place some additional buildings like trees and animals.

Grid/Surface tools[edit]

By this tool user can change the surface of the map.
Editor6.png

Warning: Warn.png

  • Not all surfaces are compatible.
  • Tiles with incompatible (not defined) transitions are displayed as pink.

Editor8.png

  • Example of not defined transition between soil and rocky surface.

Special tools[edit]

Special tools and utilities.

  • 1) Map ends.
    • Determine where the trade boats and new settlers are spawned.
    • Do not forget that water map ends has to be on the water and land map ends has to be on the land and should be also on a road so the new settlers are able to come.
  • 2) Save map. Either for empty map start or historical start.
  • 3) Change map money.

Editor7.png

Useful console commands[edit]

  • resize_map [diff x] [diff y]
    • Resize currently edited map by diff_x in width and diff_y in height
    • Preserves surface and buildings (but not their settings like workers, routes etc.)
    • It can also be used to change default map rotation, just rotate the map to required rotation and then resize it by 0 0

Step by step example of creating a new mission[edit]

A) Create a new mod[edit]

  • 1) In the mod management screen enter new mod name and then click on the "Create a new mod" button.
  • 2) Restart the game.
  • 3) Enable mod in the Mod manager
  • 4) Restart the game.

B) Create a new mission[edit]

  • 1) Go to the missions management screen with the newly created mod.
  • 2) Click on the "Open definition files editor" button.
  • 3) NDFG tool should open on the missions selection screen.
  • 4) Enter new mission name and click on the "Add new mission" button.
  • 5) Select the newly created mission.

C) Setup new mission[edit]

  • 1) For easy start use some preset in the General tab.
  • 2) In the Description tab fill the Mission image field because it's the only field not filled by the preset.
    • Image must be stored in the mod directory to game be able to load it.
  • 3) Click on the "Save and generate files" button to generated required mission definition files.
  • 4) Close the tool.

D) Create new map for the mission[edit]

  • 1) In the editor missions management screen select newly created mission.
  • 2) Set size of the new map and click on the "Create new map" button.

E) Edit the map for the mission[edit]

  • 1) Now just let your imagination run wild and paint the map.
  • 2) Setup map ends points.
    • Do not forget that water map ends has to be on the water and land map ends has to be on the land and should be also on a road so the new settlers are able to come.
  • 3) Add some money in the tools menu.
  • 4) Save the map in the tools menu.
  • 5) Return to the game's main menu and try to run your new mission from the scenario menu.