Kacper Report post Posted July 10, 2006 Hmm i made all the map (it was really hard ) but im so happy when i made it The alst thing what i must to do is a def file How to make it can somebody explain me good here ?? step to step please Share this post Link to post Share on other sites
Roja Report post Posted July 10, 2006 there's no reason to make a def file if your map is not going in the game..... Share this post Link to post Share on other sites
Kacper Report post Posted July 10, 2006 Ouch ONly modertor Can do this ? In order to be able to enter & exit houses, go to other maps, use ships, etc., a .def file must be written. A .def file has the x,y coordinate areas, object id's for the objects you click on, and other necessary information to make it work. Some VERY IMPORTANT information before you start writing your .def file! 1. You cannot delete any 3d objects after you started making your .def file. Make sure you are FINISHED with your map BEFORE you start! The reason is because all of the object ID's get saved in numerical order, and if you delete one, they will all shift downward and have new object ID's, so you'll have to check all the objects and rewrite your .def file. 2. The .def file must have the same name as your map name. 3. The map #'s in the .def files(on lines like this: teleport_map:1) do not correspond to your map #. Those numbers will be assigned to you by Roja or Moonshadow. 4. The .def file is just a text file, and can be written in any text editor(even notepad). Save the file with .def as the extension. 5. You can get the coordinates by hovering a height map tile over the square you want to use. X pos and Y pos are the x,y coordinates you'll need and they are listed at the bottom of the screen. 6. You can get the map object ID number by clicking on the 3d object. Object ID is listed on the bottom of the screen. Or alternative, if you do not want to move the object, press ctrl+e and ALT+left click on the object to get it's info. Contents of a .def file: *Note: this is not an actual .def file, but shows all the parts that can be used in one, and examples of usage. Also, everything inside these "quote marks" are names that can be changed and set by you, they are there so that we can keep track of things easier. map_name: `Desert Pines` allow_combat: 1 allow_rain: 1 allow_multicombat: 1 allow_harvesting: 0 location_info min_x: 12 min_y: 114 max_x: 95 max_y: 149 text: `- Mynadar` text_area min_x: 561 min_y: 0 max_x: 570 max_y: 22 text: `Warning! This leads into a PK(player killing) map.` "Text object sign1-grahm's" use_area min_x: 186 min_y: 137 max_x: 196 max_y: 152 teleport_x: -1 teleport_y: teleport_map: map_object_id: 5795 inv_object_id: -1 send_sparks: 0 too_far_text: `You can't read the sign from THAT far away!` use_text: `North-Whitestone City, East-Lakeside village` wrong_object_text: `Nothing happens.` "Teleporter, lakeside->city" teleport_point teleport_src_x: 509 teleport_src_y: 147 teleport_dst_x: 84 teleport_dst_y: 528 type: 1 teleport_map: 1 "Ship-to-Isla Prima, banner1" use_area min_x: 702 min_y: 152 max_x: 712 max_y: 166 teleport_x: 26 teleport_y: 23 teleport_map: 0 map_object_id: 1015 inv_object_id: -1 send_sparks: 1 too_far_text: `You're not close enough` use_text: `Welcome to Isla Prima!` wrong_object_text: `Nothing happens.` "Exit grocer" use_area min_x: 55 min_y: 43 max_x: 58 max_y: 44 teleport_x: 330 teleport_y: 337 teleport_map: 4 map_object_id: 324 inv_object_id: -1 send_sparks: 0 too_far_text: `Go to the doorstep and then click on the door to get outside` use_text: `` wrong_object_text: `Nothing happens.` "Exit tavern1" use_area min_x: 19 min_y: 13 max_x: 22 max_y: 14 teleport_x: 308 teleport_y: 338 teleport_map: 4 map_object_id: 323 inv_object_id: -1 send_sparks: 0 too_far_text: `Go to the doorstep and then click on the door to get outside` use_text: `` wrong_object_text: `Nothing happens.` "staircase->hallway" use_area min_x: 28 min_y: 28 max_x: 28 max_y: 29 teleport_x: 55 teleport_y: 14 teleport_map: 5 map_object_id: 1 inv_object_id: -1 send_sparks: 0 too_far_text: `Go to the doorstep and then click on the door to get upstairs` use_text: `` wrong_object_text: `Nothing happens.` "hallway->staircase" use_area min_x: 55 min_y: 14 max_x: 56 max_y: 15 teleport_x: 28 teleport_y: 29 teleport_map: 5 map_object_id: 287 inv_object_id: -1 send_sparks: 0 too_far_text: `Go to the doorstep and then click on the door to get downstairs` use_text: `` wrong_object_text: `Nothing happens.` "hallway->room1" use_area min_x: 60 min_y: 16 max_x: 63 max_y: 16 teleport_x: 18 teleport_y: 55 teleport_map: 5 map_object_id: 95 inv_object_id: -1 send_sparks: 0 too_far_text: `Go to the doorstep and then click on the door to get inside the room` use_text: `` wrong_object_text: `Nothing happens.` "room1->hallway" use_area min_x: 17 min_y: 55 max_x: 19 max_y: 55 teleport_x: 61 teleport_y: 16 teleport_map: 5 map_object_id: 331 inv_object_id: -1 send_sparks: 0 too_far_text: `Go to the doorstep and then click on the door to get inside the hallway` use_text: `` wrong_object_text: `Nothing happens.` Explaination of the .def file: *Everything inside [brackets] are my notes, and are NOT to be used in the actual file! map_name: `Desert Pines` [You must name your map. This name will show when you click on the compass in the game] [For these next ones, 0=off, 1=on.] allow_combat: 1 [makes the map allow player killing] allow_rain: 1 [This should be on for outdoor maps only.] allow_multicombat: 1 [makes the map allow multicombat.] allow_harvesting: 0 [this should be off for inside maps.] location_info [if you want to have different place names in your map, that you can see when you click on the compass, you need to define them here. The next 4 lines are the coordinates that you need to define, that is the area the player will need to be in to see the location info.] min_x: 12 min_y: 114 max_x: 95 max_y: 149 text: `You're in a mysterious town` [This is where you put the text, it must be inside these marks: `...`] text_area [Text areas show up if the player steps inside of the certain area.] min_x: 561 min_y: 0 max_x: 570 max_y: 22 text: `Warning! This leads into a PK(player killing) map.` "Text object sign1-grahm's" [Text objects give text when the player clicks on them.] use_area min_x: 186 min_y: 137 max_x: 196 max_y: 152 teleport_x: -1 [These next three lines you should not touch, but do not remove them.] teleport_y: teleport_map: map_object_id: 5795 [This is the object's ID number. This is what is used so that the client & server know that the player is clicking on the right object.] inv_object_id: -1 [Do not touch the next 2 lines.] send_sparks: 0 too_far_text: `You can't read the sign from THAT far away!` [You get this message if you're too far from the target object.] use_text: `North-Whitestone City, East-Lakeside village` [This is the text that comes up when you successfully use the object.] wrong_object_text: `Nothing happens.` [Do not touch this line either.] "Teleporter, lakeside->city" [This is how you set a teleporter.] teleport_point teleport_src_x: 509 [src=source, dst=destination.] teleport_src_y: 147 teleport_dst_x: 84 teleport_dst_y: 528 type: 1 [Do not touch this line] teleport_map: 1 [This is the map number that you will be teleported to. Even if you are teleporting inside your own map, you still need a number here. Remember, this number will be assigned to you.] "Ship-to-Isla Prima, banner1" [using a ship, entering/exiting a house, or clicking on a sign to a new map are all done the same way as explained here.] use_area [Here is where you'll define the area(coordinates) in which you have to be standing in in order to go to the new map, or new place on the same map.] min_x: 702 min_y: 152 max_x: 712 max_y: 166 teleport_x: 26 [These are the coordinates to where you'll be sent.] teleport_y: 23 teleport_map: 0 [This is the map number of the map you'll be sent to.] map_object_id: 1015 [The ID number of the object you have to click on.] inv_object_id: -1 send_sparks: 1 too_far_text: `You're not close enough` use_text: `Welcome to Isla Prima!` wrong_object_text: `Nothing happens CAn explain that ? Share this post Link to post Share on other sites
Roja Report post Posted July 10, 2006 Why don't you try to look at the pinned posts in this forum? Always check there before starting a project on your own that can take hours and hours Share this post Link to post Share on other sites
Acelon Report post Posted July 10, 2006 She is right, it was posted months ago that no more maps will be accepted for now. Also that .def file you just posted is self explanatory, if you can't understand it on first glance, keep looking at it until you do Share this post Link to post Share on other sites
Ravenod Report post Posted July 12, 2006 Also that explanation of a .def file is my own creation. Thanks woof for giving me credit Share this post Link to post Share on other sites