Mount & Blade: Warband

Mount & Blade: Warband

31 ratings
Map Editor (Mapping) Mount&Blade: Warband Persistent World 4.5
By GEADR
The basics of the map editor in Mount&Blade:Warband Persistent World 4.5
   
Award
Favorite
Favorited
Unfavorite
[Basis] Preparation
РЕДАКТОР КАРТ НА РУССКОМ

Before you start creating a map, you need to do a number of preparatory steps:
1. Change the language in the launcher settings to English; 2. Enable editing mode in the launcher settings (see figure below); 3. Turn on window mode (in the game ALT + ENTER)
[Basis] Creating a backup
In order not to accidentally spoil any game files, first create a copy of the module Persistent World.
1. Find the Modules section in the game folder and go into it; 2. Copy the folder PW_4.5 located there to the same folder, but under a different name, for example, Scene_edit.
[Basis] Creating a blank scene
We also need a scene - a blank, with the dimensions we need. You can make it in the game, for this you need to go into a single game and on the world map click on the tab "Terrain", where a special map code generator is located. Or use site (does not work)[brosteamspeaks.ovh] to generate the landscape.
We set all the necessary settings in the generator and as a result we get the landscape code.

1. The resulting generated code must be copied and pasted into the file scenes.txt, which is located in our renamed folder with the module for editing.

For example, we selected scene 1, with which we will work:


2. So that we can work with her as from scratch, go to the folder Scene_Obj and delete the file scn_scene_1.sco

3. Go into the game and click on Play, then click on Edit a Scene. Select the first scene Default Scene and press Edit Scene to confirm (see the figure below).
[Basis] Map editor from inside: Management
ENABLE EDITOR CTRL + E

The camera control is the same as when controlling in the viewer mode.
Default camera movement: W, A, S, D

Double-clicking on these keys allows you to move the camera twice as fast.
[Basis] Map editor from Inside: Interface
The editor's interface is divided into 6 logical sections, grouped according to a functional feature. Consider them.

[Interface] Editing the landscape
The first thing to do when creating a map is to form a landscape. You can do this in the Ground Elevate menu. Here you can select one of four editing modes:



Up - squeezing up
Down - squeezing down
Smooth - smoothing of the terrain
Level - is the height of the terrain to a certain level, which is set in the right window.
I will say that the Level is the most convenient tool for creating a relief.

Radius - specifies the value of the brush for extrusion
Weight - sets the force of extrusion. Those. at a value of 1 you get a high and unsteady hill, at values ​​close to 0, get a softer hill.
Hardness - determines the degree of hardness of extrusion. Those. at a value of 1 you get an almost sharp peak, with a value close to 0 rounded.

In general, to create a landscape, I use a Level with the specified height and the specified Weight and Hardness characteristics, after which I make smoothing using the Smooth tool. This allows you to achieve a stunning landscape. Up and Down tools I use only to adjust small areas.
[Interface] Adding terrain textures
Now you can start covering your landscape with textures. The principle of creating here, you will choose the texture you need, set its radius and the degree of brightness and blur when applied. There are 11 textures in total, all of them are presented below.


If you are not satisfied with the color of some texture, and you want, for example, to make the desert bright orange, then you need to go to the texture coloring menu, set the desired color at the very bottom, select a radius and start creating.
[Interface] Adding objects
In the editor there is no button to cancel the previous action, so be careful in editing.
All objects, such as walls, weapons, trees, buildings, etc., are located in the Edit Object menu.

Objects are grouped into several categories:

1. SceneProps - walls, stairs, houses, trees for logging, items for purchase or sale, and all that is necessary for the module to work; 2. EntryPoint - entry points are located here, thanks to which you can set specific places for players to appear; 3. ItemKinds - scenery: weapons and equipment that are NOT to be bought; 4. Plants - scenery: trees, stones, grass and other vegetation, which CANNOT be cut down.

By clicking with the left mouse button on the map, you can add any object you like.

When adding objects, you can move them or rotate in space using the following keys:

G - horizontal movement of the object T - move an object up or down X - rotation of the object around the X axis Y - rotation of the object around the Y axis Z - rotation of the object around the Z axis R - return to the original position of the object (rotation reset)

* In order to select an object, you need to click on it with the right mouse button. * If you want to select several objects, then, you must press Ctrl and right-click on the objects you need.
In the editor there is no button to cancel the previous action, so be careful in editing.


[Interface] Spawn points (EntryPoints)
Spawn points allow you to specify the exact places where players appear on the map.

In order to add the spawn point, go to the Edit Object menu, in the drop-down list select Entry Point, click Add Object and click with the left mouse button in the place you need.

In order to change the appearance point number, right-click on it and enter the point number opposite Entry No:.

*IMPORTANT* If you put less than 5 spawn points, then when you die, players will appear in random places!
* 0,1,2,3,4 - spawn points of neutrals (Commoners) * 10,11,12,13,14 - spawn points of bandits (Outlaws) * 20,21,22,23,24 - spawn points of faction 2 (Red) * 30,31,32,33,34 - spawn points of faction 3 (White) * 40,41,42,43,44 - spawn points of faction 4 (Blue) * 50,51,52,53,54 - spawn points of faction 5 (Green) * 60,61,62,63,64 - spawn points of faction 6 (Yellow) * 70,71,72,73,74 - spawn points of faction 7 (Pink) * 80,81,82,83,84 - spawn points of faction 8 (Orange) * 90,91,92,93,94 - spawn points of faction 9 (Black)
[Faction] Creating fractions and their ID
In total, a scene can hold up to 10 factions, here is a list of IDs for VarNo:

Default:   VarNo: 0 - commoners Upon exile/excessive killings of commoners/allies:   VarNo: 1 - bandits (Outlaws) Independent battle factions:   VarNo: 2 - swadia (Red)   VarNo: 3 - vaegir (White)   VarNo: 4 - nord (Blue)   VarNo: 5 - rhodok (Green)   VarNo: 6 - sarranid (Yellow)   VarNo: 7 - khergite (Pink)   VarNo: 8 - mercenaries (Orange)   VarNo: 9 - knights (Black)

For commoners and bandits, it’s enough to add classes to teach and spawn points .

To create an independent battle fraction you need to add to the map:
Required: (all these objects must be entered in VarNo: ID fraction) 1. five spawn points (Entry Point); 2. name of the ownership of the fraction (pw_castle_sign) Value Var2No: see F3; 3. banner (item to capture) (pw_buy_banner); 4. flag (capture zone) (pw_castle_capture_point); 5. classes (optional) (pw_change_troop_.......); 6. Lord's chair (pw_change_troop_lord); 7. coffers (pw_castle_money_chest); 8. IMPORTANT: peasant class (pw_change_troop_peasant) The value of VarNo: must be 0 (this is necessary so that the players, when using this item, leave the factions and become commoners).
Optional: 7. weapons; 8. stable; 9. tavern; 10. place of processing of iron; 11. place of wood processing; 12. place of skin treatment; 13. place of processing flax; 14. a warehouse of resources; 15. port. Whether it is a castle, an outpost or a village is up to you. Keep the balance.
[Faction] Binding Doors, Chests and Classes
After you have added doors, chests and classes to the map, they must be bound for a certain independent fighting faction: enter ID of the fraction in the object line VarNo.
For example: If you enter ID as in the screenshot, then the door will belong to the red faction number 2, and in order to open it, you will need to enter to the red faction, as well as the leader of this faction will have to give the keys to the doors to a certain player.

[Faction] Mercenary Camp
It is needed in order to give players a chance to reclaim their possessions. Create a mercenary camp, where you can take a mercenary class, buy a banner to seize possessions, or leave the faction if necessary.
Needed: 1. class of the mercenary (pw_change_troop_mercenary); 2. banner (item to capture) (pw_buy_banner_mercenary); 3. peasant class (pw_change_troop_peasant) The value of VarNo: must be 0 (this is necessary so that players, when using this item, leave factions and become commoners).
You can also add a place to buy weapons or armor of poor quality.
User questions and answers to them
Q:
How create spawn players in Native/Napoleonic Wars modules?
A:
Entry № spawn point of the first team must be - 0, the second team - 32. It is advisable to add an additional 31 rebuild points for each team (0-31 - the first team | 32 - 63 - the second team) The entry point with 66, will denote the place of the spawn flag for the siege modes!
36 Comments
GEADR  [author] May 4, 2020 @ 4:04am 
Look section Creating a blank scene: u can generate map in single game. Easier would on site which generate terrain, but he not work.
Fyy3243 May 4, 2020 @ 2:08am 
Can you tell me how to set the area of the map at the beginning? My map is always 750x750: (, thank you
GEADR  [author] Sep 27, 2019 @ 6:29pm 
On maps with many objects, if your computer is not powerful, it will lag.
GEADR  [author] Mar 16, 2019 @ 5:25pm 
Map can be made any.
GTAMAN Jan 14, 2019 @ 5:48pm 
do you have a mapping guide for normal nw?
volvo808 Nov 15, 2018 @ 7:24pm 
Is it possible to make an England or European map?
Mono06 Aug 29, 2018 @ 11:54pm 
How would one expand the map size?
GEADR  [author] Apr 3, 2018 @ 8:30pm 
Try it now
☠Vick☠ Apr 3, 2018 @ 9:58am 
How would I go about editing an already-made scene? I have the scene downloaded as blank scene 1 do I just open that up?
Tim Mar 3, 2018 @ 10:30pm 
I'll share it with people who are interested in Mapmaking. This has certainly helped me.