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	<id>https://wiki.bzflag.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Legolas</id>
	<title>BZFlagWiki - User contributions [en]</title>
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	<updated>2026-05-05T01:15:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Category:Map_Making&amp;diff=1311</id>
		<title>Category:Map Making</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Category:Map_Making&amp;diff=1311"/>
		<updated>2007-03-17T01:28:33Z</updated>

		<summary type="html">&lt;p&gt;Legolas: /* Wings 3D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[BZFlag]] uses it&#039;s own map file format called the [[BZW]] file. [[BZW]] files are text based and contain a list of objects and map options that are read by the [[BZFS]] server.&lt;br /&gt;
&lt;br /&gt;
== Map Creation Methods ==&lt;br /&gt;
[[BZFlag]] has several well practiced methods for the design of maps, from simple text editing, custom editors, to exporters for 3D modeling software. While basic dedicated map editors, such as BZEdit, can often only create simple objects, 3D modeling software can create complex custom [[mesh]] objects, but have a much steeper learning curve.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated Map editors ===&lt;br /&gt;
Dedicated [[BZFlag]] map editors (i.e. written specifically for graphically editing [[BZW]] files) generally go by the name [[BZEdit]]. There are a number of versions of [[BZEdit]] that have been developed over the years, some of them sharing code, some of them not. Each editor has it&#039;s own level of support for various map features. At this time there is no custom editor that supports every feature of the [[BZW]] format. In general, these will only support simple map objects such as a [[box]], a [[pyramid]] or a [[teleporter]].&lt;br /&gt;
&lt;br /&gt;
Editors supporting [[BZW]] 1.10 features&lt;br /&gt;
*[[BZEdit]]&lt;br /&gt;
*[[BZEditWin32]]&lt;br /&gt;
*[[BZFed]]&lt;br /&gt;
&lt;br /&gt;
Editors supporting some [[BZW]] 2.0 features.&lt;br /&gt;
*[[iBZEdit]]&lt;br /&gt;
*[[pyBZEdit]]&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
There does exist a [[BZW]] plug-in for the [http://www.blender.org/ blender] 3d modeling application, known as [[BZWTools]]. This plug-in lets blender read and write the [[BZW]] file format, as well as allows blender to create [[BZW]] specific objects. This is the preferred method of editing [[BZW]] 2.0 map files. Tutorials on using blender (not specific to BZFlag) can be found on the [http://www.blender.org/tutorials-help/tutorials/ blender web tutorials] pages.&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
[http://www.wings3d.com/ Wings 3D] is a good modeler to use if you&#039;re new modeling. It has a much smaller learning curve than Blender, although it doesn&#039;t have as many features. There is also a plugin (which you can download [http://trepan.bzflag.bz/wings3d_to_bzw_1.1.tar.gz here]) created by trepan which allows you to export objects to a [[BZW]] file.  It is not widely know that you can export a bzflag map from the actual bzflag client in .obj format.  To do so, you must connect to a server hosting the [[BZW]] map you would like to download and type &#039;&#039;/saveworld -o &amp;quot;mapname.obj&amp;quot;&#039;&#039;.  This will allow you to then import the .obj file into [http://www.wings3d.com/ Wings 3D] and edit the map.  Then you can use the  [http://trepan.bzflag.bz/wings3d_to_bzw_1.1.tar.gz exporter] created by trepan which allows you to export objects to a [[BZW]] file.&lt;br /&gt;
&lt;br /&gt;
=== Editing by Hand ===&lt;br /&gt;
The last method of creating maps is simply coding them by hand as text files using the raw [[BZW]] structures. This is still one of the most common ways that people create and edit maps, and can be very fun and challenging. This is easilly done in any text editor, for example NotePad on Windows, and TextEdit on Mac OS X.&lt;br /&gt;
&lt;br /&gt;
Most maps made by hand tend to be fairly simple, though experienced mappers have made some extraordinary maps in this way. The reason for the popularity of the &#039;hand made&#039; approach is partly because of the simple structure of the [[BZW]] code, but also the fact that, until recently, there were no graphical editors available for operating systems like Mac OS X.&lt;br /&gt;
&lt;br /&gt;
Maps that contain 2.0 objects (such as [[mesh]]) tend to have been either completely made in a text editor, or partly modeled in 3D modeling software, and later manipulated in text format.&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>Legolas</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Category:Map_Making&amp;diff=1310</id>
		<title>Category:Map Making</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Category:Map_Making&amp;diff=1310"/>
		<updated>2007-03-17T01:27:42Z</updated>

		<summary type="html">&lt;p&gt;Legolas: /* Wings 3D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[BZFlag]] uses it&#039;s own map file format called the [[BZW]] file. [[BZW]] files are text based and contain a list of objects and map options that are read by the [[BZFS]] server.&lt;br /&gt;
&lt;br /&gt;
== Map Creation Methods ==&lt;br /&gt;
[[BZFlag]] has several well practiced methods for the design of maps, from simple text editing, custom editors, to exporters for 3D modeling software. While basic dedicated map editors, such as BZEdit, can often only create simple objects, 3D modeling software can create complex custom [[mesh]] objects, but have a much steeper learning curve.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated Map editors ===&lt;br /&gt;
Dedicated [[BZFlag]] map editors (i.e. written specifically for graphically editing [[BZW]] files) generally go by the name [[BZEdit]]. There are a number of versions of [[BZEdit]] that have been developed over the years, some of them sharing code, some of them not. Each editor has it&#039;s own level of support for various map features. At this time there is no custom editor that supports every feature of the [[BZW]] format. In general, these will only support simple map objects such as a [[box]], a [[pyramid]] or a [[teleporter]].&lt;br /&gt;
&lt;br /&gt;
Editors supporting [[BZW]] 1.10 features&lt;br /&gt;
*[[BZEdit]]&lt;br /&gt;
*[[BZEditWin32]]&lt;br /&gt;
*[[BZFed]]&lt;br /&gt;
&lt;br /&gt;
Editors supporting some [[BZW]] 2.0 features.&lt;br /&gt;
*[[iBZEdit]]&lt;br /&gt;
*[[pyBZEdit]]&lt;br /&gt;
&lt;br /&gt;
=== Blender ===&lt;br /&gt;
There does exist a [[BZW]] plug-in for the [http://www.blender.org/ blender] 3d modeling application, known as [[BZWTools]]. This plug-in lets blender read and write the [[BZW]] file format, as well as allows blender to create [[BZW]] specific objects. This is the preferred method of editing [[BZW]] 2.0 map files. Tutorials on using blender (not specific to BZFlag) can be found on the [http://www.blender.org/tutorials-help/tutorials/ blender web tutorials] pages.&lt;br /&gt;
&lt;br /&gt;
=== Wings 3D ===&lt;br /&gt;
[http://www.wings3d.com/ Wings 3D] is a good modeler to use if you&#039;re new modeling. It has a much smaller learning curve than Blender, although it doesn&#039;t have as many features. There is also a plugin (which you can download [http://trepan.bzflag.bz/wings3d_to_bzw_1.1.tar.gz here]) created by trepan which allows you to export objects to a [[BZW]] file.  It is not widely know that you can export a bzflag map from the actual bzflag client in .obj format.  To do so, you must connect to a server hosting the [[BZW]] map you would like to download and type &#039;&#039;/saveworld -o &amp;quot;mapname.obj&amp;quot;&#039;&#039;.  This will allow you to then import the .obj file into [http://www.wings3d.com/ Wings 3D] and edit the map.  Then you can use the  [http://trepan.bzflag.bz/wings3d_to_bzw_1.1.tar.gz importer] created by trepan which allows you to export objects to a [[BZW]] file.&lt;br /&gt;
&lt;br /&gt;
=== Editing by Hand ===&lt;br /&gt;
The last method of creating maps is simply coding them by hand as text files using the raw [[BZW]] structures. This is still one of the most common ways that people create and edit maps, and can be very fun and challenging. This is easilly done in any text editor, for example NotePad on Windows, and TextEdit on Mac OS X.&lt;br /&gt;
&lt;br /&gt;
Most maps made by hand tend to be fairly simple, though experienced mappers have made some extraordinary maps in this way. The reason for the popularity of the &#039;hand made&#039; approach is partly because of the simple structure of the [[BZW]] code, but also the fact that, until recently, there were no graphical editors available for operating systems like Mac OS X.&lt;br /&gt;
&lt;br /&gt;
Maps that contain 2.0 objects (such as [[mesh]]) tend to have been either completely made in a text editor, or partly modeled in 3D modeling software, and later manipulated in text format.&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>Legolas</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Jumping&amp;diff=990</id>
		<title>Jumping</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Jumping&amp;diff=990"/>
		<updated>2007-03-10T19:43:51Z</updated>

		<summary type="html">&lt;p&gt;Legolas: /* Basic Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you may know jumping can save you at times, but when your first starting out jump as little as possible learn how to dodge first.&lt;br /&gt;
&lt;br /&gt;
== Basic Tactics ==&lt;br /&gt;
A tank can jump 18 units high.  Jumping normally takes about four whole seconds. That&#039;s four seconds of uncontrollable flying, during which time opponents on the ground can get an easilly aimed shot when you land. You can do some thing against this:&lt;br /&gt;
&lt;br /&gt;
* Force the opponent(s) to jump. &lt;br /&gt;
* Try to jump to higher ground - this reduces fly time. Remember that the open field is hostile, if you&#039;re over-powered, it is probably a good idea to find shelter. &lt;br /&gt;
* Don&#039;t jump from high to low. Instead, fall to save time. &lt;br /&gt;
* Jump around or over the enemy to force him to turn as much as possible.&lt;br /&gt;
* Jump and turn to try and get a shot off at the enemy when you land.&lt;br /&gt;
&lt;br /&gt;
== More Advanced Tactics ==&lt;br /&gt;
Learning some of the more innovative jumps can give you a real edge on servers in which jumping plays a vital role.&lt;br /&gt;
&lt;br /&gt;
=== Rotational Jumps ===&lt;br /&gt;
A common tactic against tanks that are on boxes a jumpable distance above you, is to jump towards the block, while turning slowly. You can then fairly easilly shoot the tank, whereas they will have a harder time targeting you.&lt;br /&gt;
&lt;br /&gt;
=== Quick Turn ===&lt;br /&gt;
While in the air without a flag you can often turn a full 180 degrees. With Quick Turn, you can turn a full 360 degrees. At the top of your jump you are actually at 180 degrees. It is possible to force an opponent to jump, rotate the 180 degrees with Quick Turn, shoot, kill them in the air, and continue as if nothing happened.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;/div&gt;</summary>
		<author><name>Legolas</name></author>
	</entry>
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