ETHERLORDS II MAP EDITOR Version 1.02 (c) 2003 Nival Interactive Table of Contents ================= 1. Purpose of Application 2. System Requirements 3. Installing and Launching the Editor 4. Creating Maps 5. Keyboard and Mouse Controls 6. List of Parameters in settings.ini 7. Main Features of the Editor 8. Creating Scripts 9. Possible Problems and Troubleshooting 10. Feedback 1. Purpose of Application ========================= Etherlords II Map Editor is designed for creating and editing maps (missions) for single-player game mode. The Editor creates a map data file in XML format; after that the new map is included in the list of individual missions available in the game. Maps created using the Editor can be freely distributed and uploaded to the Net. All maps are fully compatible with various language versions of the game. 2. System Requirements ====================== Minimum Configuration Windows 98/ME/2000/XP, DirectX 7.0 or higher Pentium III 600 MHz 128 Mb RAM AGP 3D accelerator, 16 Mb RAM Monitor supporting 800x600 resolution 50 Mb free hard disk space Recommended Configuration -------------------------- Windows 98/ME/2000/XP, DirectX 7.0 or higher Pentium 4 1.2 GHz 256 Mb RAM AGP 4x 3D accelerator, 32 Mb RAM Monitor supporting 1024x768 resolution 50 Mb free hard disk space NOTE 1: To launch the Editor, you must have Etherlords II version 1.02 or higher installed!!! NOTE 2: The English-language version of the Editor will work only with the English-language version of the game, and the Russian version of the Editor only works with the Russian version of the game. 3. Installing and Launching the Editor ====================================== To install the Editor, launch EL2EDITOR_102ENG.EXE application. The Installer window will appear on the screen; please follow on-screen instructions. After all the files are copied to your hard disk the installer application creates a link in your Etherlords II program group for launching the Editor. After that the installer will close. Before you launch the Editor we recommend closing all other applications you don't need at the moment. To launch the Editor, use the link in the Etherlords II program group. After a short period of time needed to load graphics resources you'll see the window for creating/loading maps. Now you can begin using the Editor. When you launch the Editor, the Objects window displays not actual objects but icons (grey rectangles). To create correct images of objects, click on Tools -> Refresh all icons. 4. Creating Maps ================= The dialogue window which pops up immediately after you launch the Editor (or when you begin creating a new map) allows to set the map's size (within 20x20 to 240x240 blocks range) and select the basic terrain texture. The same window allows to load a previously saved map (Load Saved Scenario... button). If you click on it, Open window appears displaying the available files. Use OK and Cancel buttons to confirm/cancel your choice. After the new map is created you might want to set a few parameters in Scenario Info window (File -> Properties): Scenario Name - here you can specify the map name (will be displayed on the list when you select missions in the game); Description - here you can type a description of the new mission (whatever you like); Campaign - this field must remain empty in all new maps. Each map has its own unique GUID identifier. To make a copy of the map, it's not enough simply copying the file. You must activate the procedure for creating a new unique map identifier: File -> Create New GUID. 5. Keyboard and Mouse Controls ============================== Editing maps -------------------- - select map object; if several objects overlap, you'll have to click repeatedly until the one you need is selected. ++ - move the selected object. + - copy the selected object(s) to clipboard. + - paste object(s) from clipboard. ++ - paste from clipboard leaving some terrain around the object(s). +++ - paste from clipboard leaving a rectangular area around all objects. +++ - move selected object with the surrounding area (terrain). Inserting sets of objects (MOS) ----------------------------- + - insert a set of objects each of which is surrounded by an area. + - insert a set of objects with a rectangular area surrounding all of them. Working with files ---------------- + - quick save of the map Working with the camera ---------------- , , , arrow keys - move camera in the appropriate direction (pressing and holding key speeds the operation up). , - zoom in/out (pressing and holding key speeds the operation up). - turn the camera northwards and display the whole map. - save the camera position. - restore saved camera position. +, + - rotate the camera around the vertical axis. +, + - pitch the camera up/down. Using the mouse ---------------- - call up context menu ++ - rotate map anticlockwise ++ - rotate map clockwise ++ - pitch map up ++ - pitch map down ++ - move along the map - zoom in/out +++ - zoom in +++ - zoom out 6. List of parameters in Settings.ini ===================================== General Settings ------------------------------------------- VideoResolution=1024x768 - determines the size of visible area, from 800x600 and higher VideoColorDepthInBits=16 - number of colour bits per dot (16 or 32), we recommend setting the same value you're using for your Windows desktop VideoZBufferDepthInBits=16 - number of colour bits for Z-buffer (16 or 32) Antialiasing=0 - hardware colour dithering (0 - off, 1 - on) Dithering=1 - software colour dithering (16 bit mode only, 0 or 1) TextureQuality=0 - texture quality (0 - minimum, 1 - average, 2 - best) Mipmapping=1 - improves image quality at large distances (0 or 1) TrilinearFiltering=0 - tri-linear image filtering (0 or 1) BilinearFiltering=0 - bilinear image filtering (0 or 1) PerspectiveCorrection=1 - perspective correction (0 or 1) ShadowQuality=0 - shadow quality (0 - no shadows, 1 - average, 2 - realistic) AnimatedTiles=1 - animated terrain (water, lava) (0 or 1) Path Settings ----------------------------------------- (default value is the directory where the game has been installed) Work Path=.\ Resources Path=.\resources\ CD-ROM Path=.\ 7. Main Features of the Editor ============================== The Editor allows to create terrain (paint it with a brush), place functional and landscape (decorative) objects on the map, make creatures (heroes and monsters) and place them at various points on the terrain. To create terrain, just click on the Tiles tab, select desired terrain type, brush size and start painting on the map. Please keep in mind that some types of terrain are passable for heroes while others are impassable (e.g. lava). There's a special type of brush to create pale zones (located in the lower section of the terrain brushes panel). Paint paleness on one of the map layers (the active layer is selected by clicking on buttons with hills and digits on them). The appropriate layer can be activated in the game via the script. To place objects on the map click on Objects tab, select appropriate section, find the object you need and drag it to where you want to see it. Objects include landscape objects (plants, mountains, rocks, city houses), functional objects (castles, shops, mines, resources) and creatures (heroes and monsters). Landscape objects play decorative role, but please keep in mind that they affect terrain's passability. Castles (MainTowers on Buildings tab) allow to create the list of internal players whom you can use for setting creatures' hostility to each other. To specify that a castle belongs to one of the internal players, simply select the player's number by clicking on one of the buttons . is a special player used for common monsters who're hostile to all internal players. Castles' properties allow to set relations between internal players. Later on you'll be able to specify for each creature which internal player it belongs to. To make the map fully functional, you should put at least one castle on it, assign it to internal player P1, then create a hero and assign him the same number as the castle. Mines (Resources tab) and resources. Their properties include amount of resources in the mine or in the pile. For shops (Buildings tab, object names *Lab and *Zoo) you can specify which spells the player will be able to buy there. To make creatures, call up Creatures Editing dialogue. It allows to make a new creature, select a model, set some parameters (Name, Skill, Level, HP etc.) and compose a deck. Please keep in mind that the deck should be specified for all three Difficulty Levels. 8. Creating Scripts ==================== Nothing will happen on the newly created map without a script. It will be impossible to win or lose the mission. To have a mission plot or at least set winning criteria, you must write appropriate mission script. Script for any map created using this editor can be written in any text editor. The file with the script text must have the same name as the file with the map, but with .scp extension. For detailed description of script functions please refer to MapEditor\Script functions.pdf file and the list of functions in MapEditor\adventure_lib.txt library. An example of a map with a script is provided in Tutorial\Adventure\e2tutorial.map and Tutorial\Adventure\e2tutorial.scp files. Script system of the game based on Lua language. You can find the Lua description on http://www.lua.org 9. Possible Problems and Troubleshooting ======================================== - If you move the camera too far off the map edge while editing it, the Editor may accidentally close. - When you load a map without mini-map image (a *.bm1 file) for the first time, you must not switch to any other applications until the file is fully loaded. - If you lunch the game and editor at the same time, the Editor may accidentally close. - The Editor may accidentally close on first loading of ready map. For solve the problem you can create a new map once. 10. Feedback ============ Strategy First is making this Editor available to you "as is", i.e. no special user support is provided. Nival Interactive and Strategy First Inc. companies do not guarantee that the Editor is error-free or that all subsequently discovered errors or hardware/software compatibility problems will be fixed. We do not guarantee that the Editor will work on any computer hardware or with any operating system. However, meeting the above system requirements is usually sufficient to launch and use the Editor normally. Still, we'd appreciate any comments and bug reports; please submit them at support@strategyfirst.com or at Etherlords II Forum. Strategy First Inc. offers technical support through the Etherlords web site, E-mail, and via phone. If you have problems with the program, and the information in the Readme file is insufficient, consult the support area on the Etherlords web site at http://www.etherlords.com. Our web site contains up-to-date information on the most common difficulties with our products, and is kept current with the most up-to-date information and patches. If you are unable to find the information you need on our web site, you can E-mail Strategy First Inc. at support@strategyfirst.com. Please be sure to include the following information: Title of Game Operating System Type of CPU, and speed in MHz Amount of RAM Sound card type Video Card CD-ROM Mouse type and driver version (if available) And a detailed description of the problem you are having. If you need to speak with someone immediately you may contact the Strategy First Inc. Technical Support department at (514) 844-2433. Please have the above information ready when you call. This will help us answer your question in the shortest possible time. Customer Service at this number is available from 9:00 am to 5:00 pm Eastern time. Note that no hints or codes are available from this line. Our web sites ============= http://www.etherlords.com http://www.strategyfirst.com http://www.nival.com