Difference between revisions of "Masks"

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{{first etqwmap toc}}
 
{{first etqwmap toc}}
There are four different types of masks used in ETQW maps.
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There are four different types of masks used in ETQW maps;
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* The deploy mask - Mask to used to specify where deployables may be deployed.
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* The MCP deploy mask - Mask to used to specify where the MCP can be deployed.
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* The MCP Route mask - Mask to used to specify where the MCP may be driven before it is deemed off course.
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* The Playable area mask - Mask where the player may travel.
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They are all 128x128 pixel images, usually saved in the masks/mapname folder. The example map has all white masks so you can deploy and drive the mcp anywhere. Obviously this isn't ideal for a final map, so the white areas are usually built up using the [[mask editor]].
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The paths to the masks are specified on the [[playzones|playzone]].

Latest revision as of 18:56, 22 November 2007

An Advanced Map
1. Introduction and goals of the tutorial
2. Necessary map declarations
3. Caulk hull
4. Creating a simple terrain
5. Adding an atmosphere
6. Adding player spawns
7. Adding base structures
8. Adding base vehicles
9. Creating a constructible Bridge
10. Adding an MCP escort objective
11. Adding a Shield Generator hack objective
12. Creating a destructible objective
13. Adding Objective spawns and vehicles
14. Info Objectives
15. Deployzones
16. Playzones
17. Masks
18. Barebones Map script
19. Creating a command map
20. Levelshot

There are four different types of masks used in ETQW maps;

  • The deploy mask - Mask to used to specify where deployables may be deployed.
  • The MCP deploy mask - Mask to used to specify where the MCP can be deployed.
  • The MCP Route mask - Mask to used to specify where the MCP may be driven before it is deemed off course.
  • The Playable area mask - Mask where the player may travel.

They are all 128x128 pixel images, usually saved in the masks/mapname folder. The example map has all white masks so you can deploy and drive the mcp anywhere. Obviously this isn't ideal for a final map, so the white areas are usually built up using the mask editor. The paths to the masks are specified on the playzone.