RTS Maker Help


Contents

Overview
Menu System:
File
Texture
Brush
Height
Resource
Player
Buildings
Units
Weapons
Help
Toolbar
Various Dialogs:
New Project Options
Creating a new tileset
Unit Creation
Weapon Creation
Browser
Starting Resources
Other Links:
Contact Me
Darkbasic I'm waffle in the forums.
Purebasic



Overview

The main intent of this application is to creat an easy to use mapping application. For those fammiliar with Blizzard's Warcraft II editor, some things may seem simular; most notably, the default brush for mapping. This is NOT another editor for WC2, and it does not load WC2 maps. I only mention it here because the editor for WC2 is nice and easy to use. I have strived to make this one as easy to use too. I decided to make this because WC2 does not permit custom media to be (easily) used and I wanted games to be more focused on tactics and WC2 does not account for side armor and other factors that can affect the effective of units.

To quickly create a custom map, HA! its not a quick operation at all, you must first select New from the File Menu. This will let you decide on the size of your map, the tileset to use, and which units to use for the map. If this is to be a completely new project, there might not be any units available to use. Thats ok, you can create some later.

For best results, use tiles that are 32x32 in size. If you use a different size, they will be resized. You select tiles to use for lake,grass,dirt see blending and these are blended to create a texture array. Now you simply draw your map. The toolbar has short cuts to simplify the process of map making. If doing a simple map, lake height defaults to a height of 0, grass at 1 and dirt at 2. These numbers are useful for determining line of sight and also for determining if ground is passible. A difference of 1 is passible, 2 is difficult, 3 very hard, 4 is blocked (cliff). Setting height will serve as a modifier to the default value. So a height of 2 assigned to a dirt tile will actually make the height a 4.

Now you just create some resources and units and maybe some buildings and then place some on the map. Yeah!!, just. To create weapons for your buildings and units, open the building or unit dialog, and browse for a weapon from the Stats tab. In the browser window click on New to create a custom weapon. Finialy set some game objectives and its ready to go. This editor does not have all the fancy features of Blizzard's Starcraft, but it does have some other cool options.

If you wish to test a loaded map you can test it from the file menu. Since all game data is contained within a single file, you can easily share these games by sharing this single file. Even all custom Unit animations, sounds and other setting are all contained in this single file. If you do not want others to be able to edit your levels, you can also make them into an exe file. using this method you can share your games with others that do not have this program.


File Menu

You can also use the toolbar for the New,Open and Save shortcuts.


Contents



New Project Settings


This is where you select the map size. Only square maps are supported. The stated size is in tile counts. So a size of 25x25 would be a grid size of 800x800 for a small map, and 6400x6400 for a huge map. The map size cannot be dynamically changed because of how the memory gets allocated. So, this must be one of your first steps.

The other options can be changed at any time. Tileset is used for mapping, while resources and units will select the list of unit types your game will support. The default is none, forcing you to create them using MSPaint.

File Menu
Creating Tilesets
Creating Units
Creating Resources
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Texture Menu

From this menu can can select the type of tile to place onto your map. RTS Maker only supports one tileset at a time. A tileset is a blended group of tiles. If you create one, you will be asked to select three different tiles to use for water,grass and dirt. This will then be blended to create a tileset for use in mapping.

If you desire to support decorations in your tileset, you will need to add those details in by editing your tileset with MSPaint.

sample tileset
Creating a Tileset
Height
toolbar
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Creating a Tileset

Texture Blending
Here you see the default blank textures for water,grass and dirt. Click one of the buttons below the image to select your custom tile image to use. When you have selected all three images, click the Blend button to create your tileset. To add decorations or other details to your tileset, open MSPaint and edit the last 4 tiles on the bottom right. These tiles are only used when you have selected the use details options from the brush menu.

Brush Menu
Toolbar
Contents



Brush

This menu selects the brush size and detail options. Select the largest size to quickly create large areas. Use the detail options to add minor artifacts to your map. These artifacts are added randomly. You create these artifacts using MSPaint and edit your tileset. Do not edit the first 3 tiles, as those are the default blank ones. The blank ones located at the bottom of the tileset are used for artifacts and can be edited.


Texture
Toolbar
Contents



Height Menu

This is where you set the map height for your next tile. Contour lines will be added to show topography. The greater the elevation change, the darker the line. The height changes from 0 to 9. Although, placing a dirt tile at height 9 will actually create a real height of 11. Setting height to Auto Zero will permit placing tiles without changing the current height settings for the map location.

Tip:
Try building your map entirely at height 1. This is simple to do, and permits easy modifications for later. This way, if you want a dirt beach near water to be at height 1 instead of the default of 2 (Dirt always adds 2 to base height), you can set the area to height of 0 and then place a dirt tile. Sure, the actual height will still be 2, but by setting the base height at 1 instead of 0, the height relative to the water is only 1, and would be the same height as any nearby grass tiles.

Another added bonus from this is you can differentiate coastal water areas (height =1) from deep water areas (height=0). You can use this to hide submarines or to restrict large vessels.

Map Tiles
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Resource Menu



Resource Construction
Resource Management
Starting Resources
Toolbar
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Player Menu

Use this menu to select which player to assign the next unit to. Player 1 - 4 can be used for real players or AI (computer). Player 5 - 8 are reserved for neutral or AI players.

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Starting Resources

Starting Resources Dialog
This dialog, called from the Resource Menu, enables you to set up the starting values for all resources that are available in your game. The buttons will try and help speed things up, but the real work is done in the grid.

The first column is the name of the resource. Next is the type of resource. This is followed by Player1,2,3,4 and Others. Others implies non player units which can be assigned to Player5,6,7,8.

As a general rule, double clicking on a grid square will prompt you for an exact resource value. A negative value indicates the resource cannot be used by the selected player. Clicking the toggle button will switch the value from its possitive value, to its negative value and in that way, enable or disable a resource without the loss of the original setting.

The exeption of this is the resource type. Double clicking on this will cycle it through its 3 settings. Clicking Toggle will also have this effect. The three resource types are Global, Local, or Special.

A Global resource is readily available anywhere on the map. This is how Warcraft and Age of Empires would manage food and housing supplies. Many games would also handle money this way.

A Local resource is readily available in a small area. This means you must provide a way to transport the resource to an area where it may be used. Ceasar treated water this way. A large resevior built could supply water to the area around it. Command and Conquor also did this to manage energy. A power plant had to be nearby for buildings that required power.

A Special resource requires transport directly to the location used. Warcraft did this with crude; crude had to be transported to a refinery before it became oil. The oil was then treated globally. Command and Conquor did this with coal; coal had to be provided to the power plants so they could make power. Remote Assault did this for amunitions; Supply trucks transported ammunitions to an area, whenever a unit needed more, it would dock with the supply truck.

Resource Menu
Contents



Buildings Menu



Building Construction
Building Management
Toolbar
Contents



Units Menu



Unit Construction
Unit Management
Toolbar
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Help Menu

The help system is designed to provide you with directed help. The idea being that you may have questions about something you are trying to do, or about a specific setting. Each dialog has a help button which will direct you to specific information. From the main menu, the help system offer these options:

Toolbar
Contents



Toolbar Shortcuts

main toolbar
The toolbar provied shortcuts that are also available from the menu system.

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Unit Creation

Summary
This is a standard dialog. It is used for resources, buildings and units. The summary tab displays the overview of the unit. Placing the mouse over any setting will provide some information about that setting. Here, I will only explain the more complex settings and how some settings will affect other settings.

Not all settings will be enabled all the time. Resources don't need weapons and buildings don't move for example.

Below this are 5 buttons. As a tip, if you wish to create many units of a type, maybe you should export each group. This is best done from a new project. In this way, you only need to work with a limited number of units at a time. Then, on a larger project, simply import whatever units you may need, and then re-export the combined list for easy loading from the New Project File menu. Resource information is also exported with units and weapons.

Image Tab
Cost Tab
Sound Tab
Stats Tab
Cargo Tab
File
New Project
Resource
Buildings
Units
browse
Contents



Image Tab

Image Tab
From here you can setup all the images and animations for the unit. On the left side is an image of the unit.

Summary Tab
Cost Tab
Sound Tab
Stats Tab
Cargo Tab
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Cost Tab

Cost Tab
This one looks deceptively simple. Here you determine the cost to create a unit,building or resource; and the cost to maintain the building or unit. It can take up to 4 types of resources to build this unit. It may also require additional resources and one or more workers to operate or maintain.

Image Tab
Summary Tab
Sound Tab
Stats Tab
Cargo Tab
browse
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Sound Tab

Sound Tab
From here you can specify various sounds to play for various events. Clicking Load will load a sound file, Play will Play the sound and Clicking Default will clear the sound so that no sound will be played. The events with sample ideas are:

Image Tab
Cost Tab
Summary Tab
Stats Tab
Cargo Tab
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Stats Tab

Stats Tab
This covers the overal stats for the unit or building. Most of this will be dissabled for resources.

Image Tab
Cost Tab
Sound Tab
Summary Tab
Cargo Tab
Weapons
browse
Contents



Cargo Tab

Cargo Tab
From here you can specify the types of cargo a unit can carry. Ammunition and Fuel are considered resources. Generally, these kinds of resources are manufactured from a building. Example: Crude gets drilled. The drilling rig provides the crude resource to a transport unit which takes it to a refinery. The refinery converts crude to fuel. The fuel resource can then be trasported to units or supply depots. The fuel resource can also be used fuel power plants that create the energy resource. The energy resource might be used to power a munitions plant to convert other material and steel into ammunition. NOTE:
The estimated size does not update automaticaly. If you make changes to the Armor,Health,Fuel,Cargo or Ammunition settings, you should click the Default button to force a recalculation. Even though you can overide the estimated size, you should at least be aware of the estimated size difference of different units. You could overide the size and have a small unit able to transport several tanks. In this senario, we could overide the default size of the tank from 82 to 1. And give the smaller unit the ability to have 1 cargo space. Now, a unit can cary 1 tank, this tank carries 6 units, each of these can carry 1 tank and so on .... This could yeild a single unit with unlimited power and capacity. Not exactly logical, but you can do it.

Image Tab
Cost Tab
Sound Tab
Stats Tab
Summary Tab
browse
Contents



Browser Dialog

General Browser
This dialog is used for browsing for resources,building,units and weapons.

Resource
Buildings
Units
Weapons
Contents



Weapon Creation

This feature is sorta hidden. Its mostly hidden because it is seldom required, after most weapons are created. Resources can't use these, so this feature is disabled from the browser except for Buildings and Units. To access the weapon creator, you need to browse for a weapon by clicking on a weapon option in the stats panel of a unit/building properties dialog. This is found by either clicking New from the Building/Unit menu or clicking Properties after selecting an existing unit/building.

This dialog is simular to the Unit Creation dialog in that you need to select different animations, prepare statistics for the weapon an decide on ammunitions for it. To this end, the Weapons Dialog is devided into 3 panels.

Weapon Animation Tab
Weapon Summary Tab
Weapon Advanced Tab
Unit Stats Tab
Unit Construction
browser
Contents



Weapon Animation

Animation Tab


Weapon Summary Tab
Weapon Advanced Tab
Weapons
Unit Stats Tab
Unit Construction
browser
Contents



Weapon Summary

Summary Tab
This panel displays the main details of the weapon system.

Weapon Animation Tab
Weapon Advanced Tab
Weapons
Unit Stats Tab
Unit Construction
browser
Contents



Weapon Advanced Tab

Advanced Tab


Weapon Animation Tab
Weapon Summary Tab
Weapons
Unit Stats Tab
Unit Construction
browser
Contents



Contact Information

Visit my website www.archonrpg.com online
Email me at mycat98501@yahoo.com
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Dummy Section

Some wacky notes go here

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