Камрад
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Soldiers Map Editor Help 1.0.3.2
System Requirements
Windows XP SR1, DirectX 9.x
Before you can work with Soldiers Map Editor
The folder “Soldiers – Heroes of ...” is called the ‘Game Path’.
The resources are automatically unpacked now.
Installing Soldiers Map Editor
Unpack all files into a folder of your choice. All .x, .tga, .cnt and .hlp files need to reside in this folder. If you run ‘Soldier map Editor’ the first time you will be prompted to select the ‘Game Path’
. As mentioned above this is the main game folder, not the root directory and not the Codemasters© folder.
A ggo idea is to delete all entries in “HKEY_CURRENT_USER\Software\Gerber\SoldiersMapEditor” of the registry.
Furthermore you will be prompted to set the ‘Resource Path’. This can be the ‘Game Path\resource’ folder or a folder of your choice if you want the game directory to be clean.
All maps or missions you open will reside in this folder. Do not forget to copy them into the correct directory, if you want to play or test this mission.
If you did all well a list of buildings will be shown in the entity bar at the left hand side under available units.
New in this Version
- Support of the release version of the game.
- Displaying correct meshes the map plane.
Features not yet implemented in version 1.0.3.2
- Moving the initial camera position and direction in map and mission files.
- Modifying the ground profile or loading another landscape than this in 0.mi.
- Displaying vehicle textures.
- Adding and modifying triggers.
Moving the map
- Middle mouse button rotates the map (not yet perfectly).
- Right mouse moves within the map.
- Mouse wheel moves up/down.
Creating a new map
Click at the new file toolbar button and choose ‘map’ into the next dialog.
At the top of the main window there is the property bar. The property bar contains a combo box for the object type. Select Vegetation here. The entity bar contains now a list of all available bushes and trees.
Select bush2 for instance by clicking at this name into the entity bar. Now move the mouse pointer over the map and press the left mouse button at the position you want the bush to be placed. You can turn the orientation by clicking at the bush into the map and dragging the mouse with the left button pressed over the round orientation control within the property bar.
Selected objects can be dragged with the mouse while the left mouse button is pressed.
‘Esc’ or right click deselects the object.
‘Del’ deletes the selected object.
Creating a new mission
Click at the new file toolbar button and choose ‘mission’ into the next dialog.
You will be prompted to choose the map file associated with this mission. This map file should have been created before! The objects belonging to the map file cannot be modified if you are in mission mode!
At the entity bar choose Player 1, select available units and tanks. Click at ‘pz-6’ in the entity bar. If you are moving the mouse pointer over the map (no button pressed) a tank mesh will stick under it. Press the left mouse button to release the tank at the desired position. Turn the selected tank as described above.
The properties and the inventory of your new tank will be editable after double-clicking at the tank within the map. In the properties dialog check ‘controlled by player’. Set fuel to 200. The inventory is still empty. Double-clicking into the inventory window will open a list of the available weapons, ammo etc. Choose ‘repair_kit’. Double-clicking at an existing item will edit the amount. The items can be selected by left mouse and deleted by ‘Del’.
Now set the object type to ‘human’ at the property bar. Select and place the humans in the same manner as the tank before. If a human is selected (it’s rather difficult at the moment) move the mouse pointer (no button pressed) over the tank and press ‘E’. The cursor will change to and after clicking the left mouse button you can select the human’s position within the tank.
Waypoints are represented by a small ball. Ochre-coloured waypoints contain commands and red ones do not. The cursor shape will change to if you are over a waypoint. The waypoints can be dragged with the mouse and are editable by double-clicking. You can hide all waypoints via the menu (view/Show Waypoints) or the corresponding toolbar button.
New waypoints are to be inserted by moving the mouse pointer over the desired position, pressing ‘W’ and clicking the left mouse button.
Open a existing map
Choose the menu File/Open and select the .mi file. The corresponding map file will be loaded automatically if found in the same directory.
You can add and modify items as described above. Don’t forget to save the result
You are able to run the game directly over the Tools menu.
Enjoy
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