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Toggle shoutbox The Tavern Open the Shoutbox in a popup

Please before Ask for More Help, read & looking for FAQ section || In TAVERN-chat use BBCode >> [spoiler] for images and videos - - Thanks.

@  BlackDeath : (22 October 2018 - 08:03 PM)

@JoziShekelsteingoldberg Mephisto=M_F, yes he is unbanned... last chance, I hope doesn't get wrong...

@  Mephisto : (22 October 2018 - 06:59 PM)

Yes, I wanted to anounce it but I had no time for it. Sorry.

@  JoziShekelst... : (22 October 2018 - 06:57 PM)

M_F got unbanned ?

@  Caretaker : (22 October 2018 - 03:59 PM)

Daily dose of humor :D

Spoiler

@  Snow Mexican : (22 October 2018 - 10:38 AM)

so damn true

@  Caretaker : (21 October 2018 - 04:39 PM)

What a nice weekend, I slept, I ate an...

Spoiler

@  HeiHo : (21 October 2018 - 01:11 PM)

Okay, thanks for the tips. :)

@  KingArthur : (21 October 2018 - 07:48 AM)

the other solution is to use the native module system that you can compile as you wish. you can download it from taleworlds site

@  KingArthur : (21 October 2018 - 07:47 AM)

the reason why the tutorial makes you modify an existing map is because to add a new map you've to edit the scripts file to see the map on list. open it and you understand why is better edit a map

@  KingArthur : (21 October 2018 - 07:44 AM)

the code you highlighted is wrong. the map code starts with scn_ and ends with terrain type. yes, you can copy the code and change the name to have a map with same terrain (vegetation, size ecc.)

@  HeiHo : (21 October 2018 - 07:28 AM)

and of course, also write a some new name for it.

@  HeiHo : (21 October 2018 - 07:26 AM)

Let's say I like Arena underground and wanna use that data to create new map. So is it okay to just copy these lines:

 

https://i.imgur.com/3FIViLW.png

 

and paste them again to have duplicated these same lines?
And do that same thing obviously also in Strings.txt file?

@  LizardWizard : (21 October 2018 - 07:03 AM)

@HeiHo you can backup the old map before toying with it

@  HeiHo : (21 October 2018 - 04:17 AM)

The question about the neogk map making tutorial that has been bugging me for like forever:

 

 

Why do I need to first open M&B and find an interesting existing map and then edit the txt files from that map? When do I add the new name for the map? Why cannot I just go to for example: http://brosteamspeak...t/MapGeneration
Copy the map code and paste it as a new line in the txt files so that I don't need to destroy any old maps because of my new map?

@  Aratar : (20 October 2018 - 10:46 PM)

@DaRedViper my spirit is bound here.

@  GANNICUS* : (20 October 2018 - 10:07 PM)

@DaRedViper :rolleyes:

@  HeiHo : (20 October 2018 - 10:03 PM)

@Lenna, ok thanks. :)

@  DaRedViper : (20 October 2018 - 07:57 PM)

Aratar why you still here?

@  Lenna : (20 October 2018 - 02:16 PM)

@Kathrin You can create a map in the Native module and then switch to the NeoGK, it will work just fine. Better keep this order, although there shouldn't be any irreversible damage to your map file eventually. The map itself is also not bound with any specific game mode, this is being done in the module system. You can take a DM map, change some spawns, etc., and make it a siege map and vice versa.

@  Lenna : (20 October 2018 - 02:15 PM)

@HeiHo Just restart the map, grass will adhere to the terrain as it should; this happens every time you shape the terrain. In addition, you are supposed to disable the vegetation in the terrain generator, you don't want the trees and bushes being spawned randomly. You can keep the grass, its visibility is controlled by the graphic settings on client side. Just keep in mind that ground painting will create a blank spots without the grass.


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