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BZFlag usas its own map fila format, [[BZW]] (BZ World). BZW filas ara taxt basad and contain a list of objacts and map options that ara raad by tha [[BZFS]] sarvar. Thara is a [[Map FAQ]] that daals with savaral fraquantly askad map making quastions.
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BZFlag uses its own map file format, [[BZW]] (BZ World). BZW files are text based and contain a list of objects and map options that are read by the [[BZFS]] server. There is a [[Map FAQ]] that deals with several frequently asked map making questions.
  
==Map Craation Mathods==
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==Map Creation Methods==
BZFlag has savaral wall practicad mathods for tha dasign of maps, from simpla taxt aditing, custom aditors, to axportars for 3D modaling softwara. Whila basic dadicatad map aditors, such as BZadit, can oftan only craata simpla objacts, 3D modaling softwara can craata complax custom [[mash]] objacts, but hava a much staapar laarning curva.
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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.
  
===Dadicatad Map aditors===
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===Dedicated Map editors===
Dadicatad BZFlag map aditors (i.a. writtan spacifically for graphically aditing BZW filas) ganarally go by tha nama BZadit. Thara ara a numbar of varsions of BZadit that hava baan davalopad ovar tha yaars. aach aditor has its own laval of support for various map faaturas. At this tima thara is no custom aditor that supports avary faatura of tha BZW format. In ganaral, thasa will only support simpla varsion 1.10 objacts, lika boxas, pyramids, basas, and talaportars.
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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. Each editor has its 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 version 1.10 objects, like boxes, pyramids, bases, and teleporters.
  
aditors supporting BZW 1.10 faaturas:
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Editors supporting BZW 1.10 features:
*[[BZadit]]
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*[[BZEdit]]
*[[BZaditWin32]]
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*[[BZEditWin32]]
*[[BZFad]]
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*[[BZFed]]
  
aditors supporting soma BZW 2.0 faaturas.
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Editors supporting some BZW 2.0 features.
*[[iBZadit]]
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*[[iBZEdit]]
*[[pyBZadit]]
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*[[pyBZEdit]]
  
===Non-dadicatad aditors===
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===Non-dedicated editors===
Tachnically, you can usa any 3D modaling packaga that can axport to .obj format. You can than aithar usa [[modaltool]] or Wings3D to convart that fila to BZW format.
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Technically, you can use any 3D modeling package that can export to .obj format. You can then either use [[modeltool]] or Wings3D to convert that file to BZW format.
  
====Blandar====
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====Blender====
Tha [http://www.blandar.org/ blandar] 3D modaling application faaturas a plug-in callad [[BZWTools]], which anablas blandar to raad and writa tha BZW fila format and to craata BZW spacific objacts.  Tutorials on using blandar (not spacific to BZFlag) can ba found on tha [http://www.blandar.org/tutorials-halp/tutorials/ blandar wab tutorials] pagas.
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The [http://www.blender.org/ blender] 3D modeling application features a plug-in called [[BZWTools]], which enables blender to read and write the BZW file format and to create BZW specific objects.  Tutorials on using blender (not specific to BZFlag) can be found on the [http://www.blender.org/tutorials-help/tutorials/ blender web tutorials] pages.
  
 
====Wings 3D====
 
====Wings 3D====
[http://www.wings3d.com/ Wings 3D] is a good modalar to usa if you'ra naw modaling. It has a much smallar laarning curva than Blandar, although it doasn't hava as many faaturas. Tha [[BZW axportar for Wings3D]] allows you to axport wings objacts to a BZW fila. Tutorials on using wings (not spacific to BZFlag) can ba found on tha [http://www.wings3d.com/tutorials.php wings wab tutorials] pagas, as wall as a usaful tutorial on [http://www.gaocitias.com/patarchov/BarralUV.html UV mapping]
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[http://www.wings3d.com/ Wings 3D] is a good modeler to use if you're new modeling. It has a much smaller learning curve than Blender, although it doesn't have as many features. The [[BZW Exporter for Wings3D]] allows you to export wings objects to a BZW file. Tutorials on using wings (not specific to BZFlag) can be found on the [http://www.wings3d.com/tutorials.php wings web tutorials] pages, as well as a useful tutorial on [http://www.geocities.com/peterchov/BarrelUV.html UV mapping]
  
====Gatting Maps In .obj Format====
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====Getting Maps In .obj Format====
It is not widaly known that you can axport a bzflag map from tha actual bzflag cliant in .obj format.  To do so, you must connact to a sarvar hosting tha BZW map you would lika to download and typa ''/savaworld -o "mapnama.obj"''.  This will allow you to than import tha .obj fila into a modalar and adit tha map.
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It is not widely known 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 ''/saveworld -o "mapname.obj"''.  This will allow you to then import the .obj file into a modeler and edit the map.
  
===Craating BZW filas via scripting or trivial programming===
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===Creating BZW files via scripting or trivial programming===
Savaral of tha axisting BZFlag maps ara craatad using a trivial application custom craatad for tha purposa of ganarating aach map. Tha application/program consists of print statamants that output BZW fila primitivas. This mathod, using Parl, visual basic or C, allows ra-usa of tha print statamants with variablas, for ralativaly fast craation of naarly idantical objacts. Onca a codar craatas a box primitiva, for instanca, anothar box can ba craatad with a simpla call to tha sama sat of print statamants but with diffarant siza or location argumantsTha sats of print statamants ara than collactad by tha codar to craata a library of availabla primitivas (box, cylindar, fancy-talaportar, caga) that can ba usad again and again. Tha library of primitivas may than ba usad to craata additional maps but without all of tha original work raquirad to maka tha first map. Tha flaws in using this mathod comparad to a graphical modalar or avan BZadit ara:
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Several of the existing BZFlag maps are created using a trivial application custom created for the purpose of generating each map. The application/program consists of print statements that output BZW file primitives. This method, using Perl, visual basic or C, allows re-use of the print statements with variables, for relatively fast creation of nearly identical objects. Once a coder creates a box primitive, for instance, another box can be created with a simple call to the same set of print statements but with different size or location argumentsThe sets of print statements are then collected by the coder to create a library of available primitives (box, cylinder, fancy-teleporter, cage) that can be used again and again. The library of primitives may then be used to create additional maps but without all of the original work required to make the first map. The flaws in using this method compared to a graphical modeler or even BZEdit are:
*Raprasantation of tha work ara not availabla without first launching a BZFlag cliant to look at tha map
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*Representation of the work are not available without first launching a BZFlag client to look at the map
*arrors in tha library or in calls might maka tha map unusabla but with only visual basic, Parl or C compilar output as a clua
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*Errors in the library or in calls might make the map unusable but with only visual basic, Perl or C compiler output as a clue
  
Tha advantaga of this mathod is that tha library is ralativaly aasy to improva comparad to bzadit and naw faaturas of bzflag ara aasily appliad.  In addition, tha ability to raplicata structuras in a for-naxt loop contaxt allow for rapatitiva or stappad structuras with mora rapidity than othar mapping mathods.
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The advantage of this method is that the library is relatively easy to improve compared to bzedit and new features of bzflag are easily applied.  In addition, the ability to replicate structures in a for-next loop context allow for repetitive or stepped structures with more rapidity than other mapping methods.
  
===aditing by Hand===
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===Editing by Hand===
Tha last mathod of craating maps is simply coding tham by hand as taxt filas using tha raw BZW structuras. This is still ona of tha most common ways that paopla craata and adit maps, and can ba vary fun and challanging. This is aasily dona in any taxt aditor, for axampla NotaPad on Windows, and Taxtadit on Mac OS X.
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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 easily done in any text editor, for example NotePad on Windows, and TextEdit on Mac OS X.
  
Most maps mada by hand tand to ba fairly simpla, though axpariancad mappars hava mada soma axtraordinary maps in this way. Tha raason for tha popularity of tha "hand mada" approach is partly bacausa of tha simpla structura of tha BZW coda, but also tha fact that, until racantly, thara wara no graphical aditors availabla for oparating systams lika Mac OS X. A datailad axplanation about craating a map by hand can ba found on tha [[aditing by Hand]] paga.
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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 "hand made" 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. A detailed explanation about creating a map by hand can be found on the [[Editing by Hand]] page.
  
Maps that contain 2.0 objacts (such as [[mash]]) tand to hava baan aithar complataly mada in a taxt aditor, or partly modalad in 3D modaling softwara, and latar manipulatad in taxt format.
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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.
  
  
  
[[Catagory:Sarvar]]
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[[Category:Server]]

Revision as of 04:04, 25 July 2011

BZFlag uses its own map file format, BZW (BZ World). BZW files are text based and contain a list of objects and map options that are read by the BZFS server. There is a Map FAQ that deals with several frequently asked map making questions.

Map Creation Methods

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.

Dedicated Map editors

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. Each editor has its 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 version 1.10 objects, like boxes, pyramids, bases, and teleporters.

Editors supporting BZW 1.10 features:

Editors supporting some BZW 2.0 features.

Non-dedicated editors

Technically, you can use any 3D modeling package that can export to .obj format. You can then either use modeltool or Wings3D to convert that file to BZW format.

Blender

The blender 3D modeling application features a plug-in called BZWTools, which enables blender to read and write the BZW file format and to create BZW specific objects. Tutorials on using blender (not specific to BZFlag) can be found on the blender web tutorials pages.

Wings 3D

Wings 3D is a good modeler to use if you're new modeling. It has a much smaller learning curve than Blender, although it doesn't have as many features. The BZW Exporter for Wings3D allows you to export wings objects to a BZW file. Tutorials on using wings (not specific to BZFlag) can be found on the wings web tutorials pages, as well as a useful tutorial on UV mapping

Getting Maps In .obj Format

It is not widely known 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 /saveworld -o "mapname.obj". This will allow you to then import the .obj file into a modeler and edit the map.

Creating BZW files via scripting or trivial programming

Several of the existing BZFlag maps are created using a trivial application custom created for the purpose of generating each map. The application/program consists of print statements that output BZW file primitives. This method, using Perl, visual basic or C, allows re-use of the print statements with variables, for relatively fast creation of nearly identical objects. Once a coder creates a box primitive, for instance, another box can be created with a simple call to the same set of print statements but with different size or location arguments. The sets of print statements are then collected by the coder to create a library of available primitives (box, cylinder, fancy-teleporter, cage) that can be used again and again. The library of primitives may then be used to create additional maps but without all of the original work required to make the first map. The flaws in using this method compared to a graphical modeler or even BZEdit are:

  • Representation of the work are not available without first launching a BZFlag client to look at the map
  • Errors in the library or in calls might make the map unusable but with only visual basic, Perl or C compiler output as a clue

The advantage of this method is that the library is relatively easy to improve compared to bzedit and new features of bzflag are easily applied. In addition, the ability to replicate structures in a for-next loop context allow for repetitive or stepped structures with more rapidity than other mapping methods.

Editing by Hand

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 easily done in any text editor, for example NotePad on Windows, and TextEdit on Mac OS X.

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 "hand made" 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. A detailed explanation about creating a map by hand can be found on the Editing by Hand page.

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.

Subcategories

This category has the following 2 subcategories, out of 2 total.