Intro
Crucial Files/Non-Crucial Files (What makes a map)
I thought it might be best to start with a little theory, mostly for
the beginning map maker, but also a refresher course for the intermediates.
There is some information towards the end that may interest the more
advanced, pertaining to translations from color to height, so scroll
down if you understand how the files work.
A Battlezone level is composed of several files, several of which are
crucial, the others being optional. Using a map, hidelove (available
on the maps page) as an example, the file types (denoted by their extension
on the left, and what they are on the right) are:
Crucial
Files
|
These
must be distributed with your map. |
hidelove.TRN |
.TRN
files contain all of the World Definition information for your
map, in a text file (editable with Notepad). Figuring out how
to edit** things in here like fog and visibility settings can
enhance your map greatly. See the Battlezone
Editing documentation for more details (Zip Archive, with
Word Document and example files. Make sure you download this,
since the documentation is updated). |
hidelove.HGT
|
.HGT
files contain the Height inforamtion of each triangle that makes
up the mesh which, when textured, looks like the ground. HGT files
are binary files, and editing them by had would be extremely tedious,
so use either the polygon in the BZone /edit mode, or use techniques
described on this site). |
hidelove.BZN |
.BZN
files contain all of the object placement, like scrap, buildings,
powerups and vehicles. This file is a binary file, so use either
the Object editor (ctrl-A) in /edit mode, or use the very excellent
Bzn
Editor. BZNEdit is also useful for counting scrap and geysers
when you're done your map, or counting scrap when your map crashes
because you put more than 476 pieces of scrap in your map. |
hidelove.MAT |
I
believe that the .MAT files contain an array which assigns
a texture to each triangle on the ground mesh; essentially it's
the file that keeps all of your ground textures. I could be wrong,
but I don't think that I am. (But if someone has info to the contrary,
feel free to pass it on). Edit your textures in the BZone /edit
mode. There is no other editor currently available. |
Non-Crucial
Files*
|
You
should include these too. Check out a great tutorial on how
to package maps, courtesy of King Kobra. |
hidelove.BMP |
The
.BMP file is the small preview map you see when you're
selecting a map for multiplayer. It's a small bitmap file generated
by you by typing:
bzone.exe hidelove.bzn /shellmap
[don't forget to substitute your map name for hidelove] It will
be saved in your Battlezone directory and you have to move it
to the addon directory yourself.
|
hidelove.DES
|
This
is the file which hold the description of your map when you are
choosing maps in multiplayer. Go into the Battlezone\addon directory
and open any .DES file with Notepad, and I think you'll
pick up what to put in a .DES file very quickly.**
|
hidelove.MAD |
.MAD
files are used by Map
Adder to add your map to a players Netmis.txt file, which
allows them to choose your map in multiplayer. Again, check out
King Kobra's tutorial on Map
Packaging for more info. |
hidelove.LGT |
.LGT
files have something to do with lighting in your map. Essentially,
you throw them away everytime you make changes to your map, and
BZone.exe will make a new one if one's not present, so you probably
don't have to distribute this file with your maps. I throw them
away almost reflexively when I'm making maps. |
* but nice to distribute with your map...
**Tip: Associate .TRN, .DES, and .MAD files
with Notepad, by selecting View:Options in the Windows
Explorer window, click on the File Types tab, select one of the
above file types and hit the Edit button. There will be a list
of actions in the bottom. Double click on open and change
the application to Notepad. This will really improve your
life working with Battlezone Maps. |

|