Difference between revisions of "Day of Infamy:Creating Levels"

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(Minimum Requirements)
m (New info about a displacement bug in hammer)
 
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After compiling a map, the bsp file should get copied to ''dayofinfamy\doi\maps\map_name.bsp''
 
After compiling a map, the bsp file should get copied to ''dayofinfamy\doi\maps\map_name.bsp''
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 +
* [[Day_of_Infamy:Spawnzones & Blockzones|Spawnzones & Blockzones]]
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* [[Day_of_Infamy:Capture Zones & Weapon Caches|Capture Zones & Weapon Caches]]
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* [[Day_of_Infamy:Basic Gamemodes Layout|Basic Gamemodes Layout]]
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* [[Day_of_Infamy:Destructible & Interactive props|Destructible & Interactive props]]
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A map script is also required to setup the game mode and factions.
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* [[Day_of_Infamy:Map Scripts|Map Scripts]]
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Be sure to uncheck "Batch displacements rendering" option under :
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 +
* Tools -> Option -> General -> Insurgency
  
 
== Minimum Requirements ==
 
== Minimum Requirements ==
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* light_environment - Global lighting for map. Everything will be black otherwise.
 
* light_environment - Global lighting for map. Everything will be black otherwise.
 
* env_cubemap - Place preferably in the center of the map. Used for generating reflections?
 
* env_cubemap - Place preferably in the center of the map. Used for generating reflections?
* "map.txt" - Map script defining factions, spawns, game mode, and control points. Should reside in the same directory as the ''map.bsp'' file with the name ''map.txt'' (Ex: sdk_invasion.bsp, sdk_invasion.txt)
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* "map.txt" - [[Day_of_Infamy:Map_Scripts|Map script]] defining factions, spawns, game mode, and control points. Should reside in the same directory as the ''map.bsp'' file with the name ''map.txt'' (Ex: sdk_invasion.bsp, sdk_invasion.txt). If a map is started without this file, only the default factions will be selected, you won't be able to choose a kit, and you won't spawn on the map. It can also cause the map to fail to load, causing Day of Infamy to crash to desktop completely.
 
* ins_spawnpoint - Should exist within an ''ins_spawnzone''. Location of where users will start in the map. Set ''Team Number (int)'' to ''Security'' or ''Insurgents'', and select ''World Model'' from ''models\characters\#faction#\player_#faction#_##.mdl''
 
* ins_spawnpoint - Should exist within an ''ins_spawnzone''. Location of where users will start in the map. Set ''Team Number (int)'' to ''Security'' or ''Insurgents'', and select ''World Model'' from ''models\characters\#faction#\player_#faction#_##.mdl''
* ins_spawnzone - One for each faction. Set ''Team Number (int)'' entity property to Security or Insurgence, and associate with respective block zone under ''Block Zone''. Determines the spawn area.
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* ins_spawnzone - One for each faction. Draw a brush using the ''tools/tools_trigger_spawnzone'' texture, and then select it and hit ''Ctrl+t''. Change the class to ''ins_spawnzone''. Set ''Team Number (int)'' entity property to Security or Insurgence, and associate with respective block zone under ''Block Zone''. Determines the spawn area.
 
* ins_blockzone - One for each faction. Blocks the other team from entering the spawn zone.
 
* ins_blockzone - One for each faction. Blocks the other team from entering the spawn zone.
 
If a map is started without this file, only the default factions will be selected, you won't be able to choose a kit. and you won't spawn on the map.
 
 
Example from ''sdk_invasion'', April 8th, 2017:
 
 
<pre>
 
"cpsetup.txt"
 
{
 
 
"navfile"  "sdk_invasion"
 
"nightlighting" "0"
 
 
"theater_conditions"
 
{
 
"?has_stg44_access" "1"
 
"?has_fg42_access" "1"
 
"?has_m1para_access" "1"
 
}
 
 
"allowed_units"     
 
{
 
//commonwealth 
 
"unit" "unit_commonwealth_british"
 
"unit" "unit_commonwealth_canada"
 
"unit" "unit_commonwealth_no2commando"
 
"unit" "unit_commonwealth_princess_patricia"
 
"unit" "unit_commonwealth_highlander"
 
"unit" "unit_commonwealth_12thfrontier"
 
"unit" "unit_commonwealth_argyll"
 
"unit" "unit_commonwealth_unit_commonwealth_seaforth"
 
"unit" "unit_commonwealth_royal_hamilton"
 
"unit" "unit_commonwealth_grenadier"
 
"unit" "unit_commonwealth_fusilier"
 
 
// german
 
"unit" "unit_german_wehrmacht"
 
"unit" "unit_german_1stinfantry"
 
"unit" "unit_german_15thpanzer"
 
"unit" "unit_german_panzerss"
 
"unit" "unit_german_fallschirmjager"
 
"unit" "unit_german_3rdfallschirmjager"
 
"unit" "unit_german_3rdpanzer"
 
"unit" "unit_german_17thpanzerss"
 
"unit" "unit_german_352infanterie"
 
"unit" "unit_german_29thpanzer"
 
 
// american
 
"unit" "unit_american_usarmy"
 
"unit" "unit_american_ranger"
 
"unit" "unit_american_82ndairborne"
 
"unit" "unit_american_92ndinfantry"
 
"unit" "unit_american_1stinfantry"
 
"unit" "unit_american_3rddivision"
 
"unit" "unit_american_101stairborne"
 
"unit" "unit_american_28thdivision"
 
"unit" "unit_american_2ndrangers"
 
"unit" "unit_american_29thinfantry"
 
}
 
 
 
"invasion" //Set up is the same as offensive mode without the regroup control point
 
{
 
"TeamOne" "americans"
 
"TeamTwo" "axis"
 
 
"AttackingTeam" "TEAM_ONE"
 
"controlpoint" "cp_a"
 
"controlpoint" "cp_b"
 
"controlpoint" "cp_c"
 
"controlpoint" "radiopoint_axis_final"
 
 
"spawnzones"
 
{
 
"disablespawns" "1"
 
"0"  "spawnzone_offensive_a"
 
"1"  "spawnzone_offensive_b"
 
"2"  "spawnzone_offensive_c"
 
}
 
 
"entities"
 
{
 
// Radio point
 
"obj_destructible"
 
{
 
"origin" "4753 6 -988"
 
"angles" "0 90 0"
 
"targetname" "radio_axis_final"
 
"teamnumber" "3"
 
"ControlPoint" "radiopoint_axis_final"
 
}
 
"point_controlpoint"
 
{
 
"origin" "4753 6 -948"
 
"angles" "0 90 0"
 
"targetname" "radiopoint_axis_final"
 
"printname" "#CP_Axis_Radio"
 
}
 
}
 
}
 
}
 
</pre>
 
 
== Liberation ==
 
 
* point_controlpoint - Set name to '''cp_map_#''', where '''#''' is a letter of the alphabet.
 
* trigger_capture_zone - Set 'Associated Control Point' entity property (Alt + Enter) to '''cp_map_#'''
 
 
== Offensive ==
 
 
== Intel ==
 
 
== Invasion ==
 
 
== Frontline ==
 
 
== Co-op ==
 
 
== Sabotage ==
 

Latest revision as of 13:22, 25 December 2017

Setting up Hammer for Day of Infamy

For information about Hammer for Insurgency, refer to Creating Levels for Insurgency

The standalone version of Day of Infamy ships with Hammer pre-installed, along with a collection of SDK maps.

Simply start hammer by running: $steamlibrary\steamapps\common\dayofinfamy\bin\hammer.exe

Each map requires a "map.txt" file in order to inform Day of Infamy which game modes, factions, and weapons are supported. There is no proper documentation for the "map.txt" files, but the SDK content provides some examples.

For information about Map Scripts, refer to Map Scripts for Insurgency

Supported Environments

Currently the only supported factions in the game are the American, Commonwealth, and German armies. New World Interactive has no plans to officially add any more factions to Day of Infamy, but additional factions can be added by modding.

If you wish to create maps that take place in other theaters, this is fine, but your map may not be included until the character and weapon content gets created to support your map.

Day of Infamy Level Setup

There is a known bug in Hammer which prevents you from launching the game after compling your map (F9). This can be worked around by clicking Expert... after hitting F9, unchecking and rechecking the $game_exe checkbox, and clicking "Go!".

After compiling a map, the bsp file should get copied to dayofinfamy\doi\maps\map_name.bsp

A map script is also required to setup the game mode and factions.

Be sure to uncheck "Batch displacements rendering" option under :

  • Tools -> Option -> General -> Insurgency

Minimum Requirements

  • ins_viewpoint - Background camera view of map for faction and loadout screens.
  • light_environment - Global lighting for map. Everything will be black otherwise.
  • env_cubemap - Place preferably in the center of the map. Used for generating reflections?
  • "map.txt" - Map script defining factions, spawns, game mode, and control points. Should reside in the same directory as the map.bsp file with the name map.txt (Ex: sdk_invasion.bsp, sdk_invasion.txt). If a map is started without this file, only the default factions will be selected, you won't be able to choose a kit, and you won't spawn on the map. It can also cause the map to fail to load, causing Day of Infamy to crash to desktop completely.
  • ins_spawnpoint - Should exist within an ins_spawnzone. Location of where users will start in the map. Set Team Number (int) to Security or Insurgents, and select World Model from models\characters\#faction#\player_#faction#_##.mdl
  • ins_spawnzone - One for each faction. Draw a brush using the tools/tools_trigger_spawnzone texture, and then select it and hit Ctrl+t. Change the class to ins_spawnzone. Set Team Number (int) entity property to Security or Insurgence, and associate with respective block zone under Block Zone. Determines the spawn area.
  • ins_blockzone - One for each faction. Blocks the other team from entering the spawn zone.