how to create ragnarok map

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    Stories of two different people, livin' in two different worlds but walking in one path made by Fate.

    When Heaven and Earth Collides

    By ArCi Cruz

    Thursday, October 7, 2010

    Guide: How To Create Ragnarok Map

    Hi there! I just want to share something to all EK members specially to the ekRO players who wantsto learn how to create their own RO World. Well here is a complete guide on how to create maps. :D

    Requirements:

    - BrowEdit (Trunk 620 or better use the Stable version for less bugs) You canget it hereClick Here

    Step 1: Getting started.First thing to do is get an idea of what you want to do in your map and to write it down or draw itout before going in an making it. Also messing about first and learning about the tool first will helpyou make a better map in the end. Creating a test map and trying out all the parts of the guide toget a feel for making maps and getting a feel for the scale and limitations can help before you jumpinto some grand idea of making new towns, fields and dungeons for your server. So messaroundand have some fun.

    Step 2: Making your map.

    Once you are confinable using Browedit you can go ahead and make some maps for your server. Tomake a map you have 2 options. First is using the File > New map feature (revision 584 and abovehas a less buggy version of this feature but it is STILL BUGGED! Best to use the other option.) youcan set a custom size map as wide and as high as you like. Or you can use the Tools > Cl ear Map toclear an existing map of it's textures, objects, lightmaps, etc. The second option has been thepreferred option as until revis ion 584 Browedit had the problem on not doing the lightmaps correctly

    in the maps and the map textures always showedblack in RO clients.

    Step 3: Texture editing.

    Now we get to put in our textures. Pressing the T key will bring up the texture window. Under themenus you will find all sorts of textures to work with (Double click on the sections to open/closethem). S ingle click the textures you want and they will be added to the side list in the normalwindow (Only vis iable if your in texture or wall edit modes which you should be still in texture editat this point). I recommend the black texture from the root folder of your grf which I think is underbasics as your first texture to use as a base and for the edges of your map (Best not to work to thevery edge of a map as walls and doing slopping can be more difficalt or imposible). Unless yourdoing a sky map like Yuno or the Valk map you will want to select one of the textures as a base fromthe right side of the screen and using the Edit > Fill with selected texture fill the map with thattexture.

    If you add a texture you don't want you can replace it by having it selected and holding the shift keyand clicking on a new texture in the texture window. The other way is to use the Edit > Removeunused textures which will remove any texture that hasnit been placed on your map (I f there aretextures after i t you did use the texture order will be out and you will have to re go over them whichcan be painstacking so chose your textures wisely from the start).

    Placing textures is simple and easy and is the first thing you should do in making your map. In theside texture list any texture that you drag the red box over to encase all or part of the texture willbe what you use wen placing onto the map. Then using the = and - keys to resize your texture,space to rotate it, [ and ] to scroll though the maps texture list, H and V to change the texture'shorizontal and vertical facing of the selected texture and [ and ] to change which texture isselected, and put down the textures how you want them. I should point out that Gravity uses thetiles at half normal scale in their maps as well as having them at other scaled sizes (Including somethat Browedit can't do) so look at official maps for the scale of things. In case you do a miss takeyou can use the undo key U to undo it. I should also point out that to do invisable tiles s imply use

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    http://void%280%29/http://arcizei.blogspot.com/2010_06_01_archive.htmlhttp://www.blogger.com/profile/01121085768000485301http://void%280%29/http://arcizei.blogspot.com/2010_10_01_archive.htmlhttp://arcizei.blogspot.com/http://arcizei.blogspot.com/http://www.blogger.com/http://www.blogger.com/next-blog?navBar=true&blogID=1453181066584654216http://www.blogger.com/http://www.blogger.com/http://www.blogger.com/home#createhttp://www.blogger.com/next-blog?navBar=true&blogID=1453181066584654216http://arcizei.blogspot.com/2010_06_01_archive.htmlhttp://void%280%29/http://arcizei.blogspot.com/2010_07_01_archive.htmlhttp://void%280%29/http://arcizei.blogspot.com/2010/10/guide-how-to-create-ragnarok-map.htmlhttp://arcizei.blogspot.com/2010_10_01_archive.htmlhttp://void%280%29/http://arcizei.blogspot.com/search?updated-min=2010-01-01T00:00:00-08:00&updated-max=2011-01-01T00:00:00-08:00&max-results=7http://void%280%29/http://www.blogger.com/profile/01121085768000485301http://www.blogger.com/profile/01121085768000485301http://browedit.excalibur-nw.com/?a=downloadhttp://arcizei.blogspot.com/
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    the backspace key to change the area covered by your tile brush to invisable tiles.

    Step 4: Height editing.

    Once we have our textures placed on the map we can start editing the height of these textures. Ifwe goto the menu and select Edit Mode > Detail Terrain Edit and then the size you wish to edit theheight of the tiles with. If you want a guide to how high you should make things I recommend usinga Prontera house as a guide for height, a least until you get used to how things are (Other objectscan be a good guide to heigh but some are not s o be careful which you use). To raise or lower tilessimply use the left mouse button to raise and right + left mouse buttons to lower the tiles you havethe grid over. To do alot of tiles the same way it can be advantages to use the C key to copy thetiles your mouse grid is hovering over and pasting the copied tile height to the new location with

    the left click of your mouse (The P key will bring back the copied selection again if you need to useit more then once).

    If you hold down Ctrl while having part of your grid coving a max height you want or max deapth youcan use the left and right mouse buttons to raise or lower tiles to the same height or death as thethe rest. This is another greate way to do walls or make slop areas ready for the F or S keys.

    Step 5: Slops.

    Now the fun part, making ramps and other kinds of slopped serfaces. This can get alittle trickysince the maps have this thing of merging from the topleft to the bottom right. In other words whenyou make a slop using the [b]F[/b] key it will make the tiles join from left to the right and from upto down (You will get what I mean if you try and make a slop of your own. To fix the sides use thecopy key C I talked about before with a grid only covering the slopped tiles and paste over the otherparts to fix up the slop edges). You can also use the Edit > Sloping to turn on/off sloping of tileswith a grid of 2x2 or bigger to also create slops.

    While this may be so when using the F key, it isn't so for the S key (Stands for smooth, I think).Using the S key we can make smooth curved slops for hills, lakes, etc (Really handy for smothing outareas) and the more we use it on the same spot the more it will smooth out the area (The area isthe size of your height editing tool grid which can be changed with the = and - keys). You can alsouse the Edit > S loping mode to allow you to slop tiles yourself a bit like how you raised the tiles withthe left mouse button to raise and right + left mouse buttons to lower.

    When making cliff faces you might want to experiment to find a system that works for you and feelfree to put bumps, etc in your cliffs to give it a bit more of a non man made look. Also if your usingthe S key to make the s lop you might want to only use it once for a more cliff look else it will makeit less and less of a cliff and more of a slope.

    Step 6: Walls.

    Once we have finished making our slops and other height changes (stairs and such) we will have toput in the wall facing for the tiles that are raised or lowered and don't have a s lopped tile connectingfrom all the different sides.Goto Edit Mode > Wall Edit and using the , and . keys (, is for the vertical facing walls and . for thehorizontal facing walls. Pressing the key once will put a wall on one side, pressing the same keyagain will remove the wall) place your walls in on the tiles on your map (The wall tools will use whatever texture is selected). Wall on tiles will only cover 2 sides, to do the other sides you have to usethe adjusting walls. If you hold down the ctrl key while using the , and . keys browedit will do all thetiles in a row up until the edge of the map or where your tiles are not raised / lowered from eachother, which ever come first ( Example of adding walls in this vid of Borf'shttp://youtube.com/watch?v=0YgAEkwkx-4).

    Once your walls are in you can use the W key (and ALT W for vertical faces) to fix up the look of thewall (Do not use this on the edges of your map or it will make a spiked line across it). You can placewalls in individually and flip them on the horizontal/vertical axis to get them more to your liking ifyou want as the W key will do the whole wall the same and you might want some of it different orsomething.

    Browedit can also now alter the walls by single clicking the walls while in wall edit mode which willbring up a window and you can then adjust the box to change how that wall displays the texture.This is handy if you which to give it a s lop or to change what is show on the wall to be a smaller orlarger area for the texture as well as flipping the s ingle part of the wall horizontal or vertical insteadof the whole wall with the H and V keys (Hold Alt for vertical faces when using the H and V keys).

    Step 7: Placing Objects.

    Now we move onto the part where we get to put all our objects in. First we select our objects byopening the object window with the M key. Then selecting our object much the same way as thetextures we close the window and pressing CTRL left click where you want to place your object (It

    http://youtube.com/watch?v=0YgAEkwkx-4
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    will snap to the ground where ever you decide to place the object) and then you can drag it around((Holding down the Shift key will snap it to the g rid which you can change the size of with thenumber keys on your keyboard, 1 across to 0.) or raise / lower it using the Page Up and Page Upkeys as well as rotate the object and resize it (Holding down the Shift key while using the other keyswill do them at greater intervals, good for fas t rotating and quickly raising / lowering an object).Another thing to know is that holding CTRL can be usefull to rotate an object and ALT can be usefullto rescale an object but it might be better to use the propertise (ENTER key to open the propertisewindow) to be more accurate.

    If you wish to select/edit multiple objects at once you can use the Edit Mode > Object Group Edit toselect, copy and move multiple objects (Use the [ and ] keys to change from select to edit). In

    Object Group edit you can copy your selected objects with the D key which will copy all the objectscurrently selected ready to be moved to where ever you which to place them (They will be at thesame height as the original and if you have Snap Objects to Floor on they all will snap to the groundwhen you move them which wouldn't be good if you have something like a sakura tree).

    You should note that not all objects keep the angles very well, but if you use the left rotation box (inthe propertise window) do not expect them to be same in the editor to how it is in-game, so checkthem in-game (It's only that box that does it and if you leave it at 0 you will have no problems). Alsoheights and placement of objects can be a little different in-game as well, which is something youmight notice if you happen to try and making big leafy trees or a Sakura (cherry blossom) trees orsome of the houses will have moved over a bit (I know of one prontera house that does this).

    Note: If you wish to remove an object just select the object (or objects if your in the group edit)and use the Backspace key to delete the object or objects. You can also copy a g roup of objects withother stuff like the tiles their on and the lightmaps. This vid shows an example useage of it in an

    earlier version: [url]http://youtube.com/watch?v=zTUrpFEmKZo[/url]

    Step 8: Water.

    To edit the water on a map you simply goto Windows > Water to open up the water propertieswindow, and s imply edit the height of the water to what you want (you have to use negatives forwater above the 0 height). And for wave height you edit the Phase setting. The SurfaceCycle is thesetting that says how fast the water moves the waves. Best to check your changes in-game if yourmessing with the water unless it's only the height.

    You won't see any of the changes execpt the water height and type which you can also change withthe [ and ] keys in the water edit mode (Edit > Water Edit).

    Step 9: Gat Tiles.

    Now we tell the editor where we want to walk and not walk by using the Edit Mode > GAT Edit modeto allow us to set where players can walk. to do this we simply use the [ and ] keys to change thetop tile on the list on the right to the one you want and left click (You can draw with this tool to, soto speak). Feel free to come back to this step if you suddenly decide to change something.

    If you add the following to the eathena s ource you can add no char and no vend gat tiles to your map(If you do they will only work on a server with the source edit so if you use this add the source codeto a txt file with your map if your sharing the map out).

    -- map/map.c --static s truct mapcell map_gat2cell(int gat){struct mapcell cell;memset(&cell, 0, sizeof(cell));

    switch( gat ){case 0: cell.walkable = 1; cell.shootable = 1; cell.water = 0; cell.novending = 0;cell.nochat = 0; break; // walkable groundcase 1: cell.walkable = 0; cell.shootable = 0; cell.water = 0; cell.novending = 1;cell.nochat = 1; break; // non-walkable groundcase 2: cell.walkable = 1; cell.shootable = 1; cell.water = 0; cell.novending = 1;cell.nochat = 0; break; // no vendingcase 3: cell.walkable = 1; cell.shootable = 1; cell.water = 1; cell.novending = 0;cell.nochat = 0; break; // walkable watercase 4: cell.walkable = 1; cell.shootable = 1; cell.water = 0; cell.novending = 0;cell.nochat = 1; break; // no chatcase 5: cell.walkable = 0; cell.shootable = 1; cell.water = 0; cell.novending = 1;

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    cell.nochat = 1; break; // gap (snipable)case 6: cell.walkable = 1; cell.shootable = 1; cell.water = 0; cell.novending = 1;cell.nochat = 1; break; // no vending & no chatdefault:ShowWarning("map_gat2cell: unrecognized gat type '%d'n", gat);break;}

    return cell;}

    static int map_cell2gat(struct mapcell cell){if( cell.walkable == 1 && cell.shootable == 1 && cell.water == 0 && cell.novending == 0&& cell.nochat == 0 ) return 0;if( cell.walkable == 0 && cell.shootable == 0 && cell.water == 0 && cell.novending == 1&& cell.nochat == 1 ) return 1;if( cell.walkable == 0 && cell.shootable == 0 && cell.water == 0 && cell.novending == 1&& cell.nochat == 0 ) return 2;if( cell.walkable == 1 && cell.shootable == 1 && cell.water == 1 && cell.novending == 0&& cell.nochat == 0 ) return 3;if( cell.walkable == 0 && cell.shootable == 0 && cell.water == 0 && cell.novending == 0&& cell.nochat == 1 ) return 4;if( cell.walkable == 0 && cell.shootable == 1 && cell.water == 0 && cell.novending == 1&& cell.nochat == 1 ) return 5;if( cell.walkable == 0 && cell.shootable == 0 && cell.water == 0 && cell.novending == 1

    && cell.nochat == 1 ) return 6;

    ShowWarning("map_cell2gat: cell has no matching gat typen");return 1; // default to 'wall'}

    Step 10: Gat Tile Height Editing.

    (This step should be only done after you have done the others as it can be a pain to redo it afterusing the Edit > Set Gat Height. But if you do have to edit the terrain use the Spacebar key to setthe gat tile(s) height to the new terrain height and/or angle) To edit the height of a GAT tile yousimply do it much the same as you edited the height of the textured tiles. This allows you to eitherwalk in mid air, walk in the ground, and walk on top of things like chairs, bridges, etc. You can alsoyou the slopping keys or the Edit > Sloping to slop the GAT tiles for ramps and stuff much the same

    as you raised and lowered objects with the Page Up and Page Up keys.

    [color=orange]Step 11: Lighting.[/color]Now we move into the part on lighting. This is where we make our sunlight as well as any other kindof lights we want. First we will want to do the smaller lights as the lights are rendered according tothe order you placed them and if you place the sunlight first it tends to ki ll all other lights exceptwhere there are shadows (Unless you keep the light falloff set to 1). To place a light you simplychange over to the light editing mode Edit Mode > lights Edit and place the light much the same asyou would an object except the light will be a 0 height so be careful where you place the light or itmight end up under your textured tiles. Simply drag (Left click the light first to select it) the lightwhere you want it and hold the CTRL key and drag to raise/lower the light (The dragging motion willgo in the opposite direction to the light but the light icon is where the light comes from).

    To render the lights you have placed simply goto the Generate > Calculate Lightmaps to tellBrowedit to render out your lighting onto the map (You can see the progress in the pop up window

    which changes colour as i t goes across. If you hold the mouse over the bar it will give you thepercentage it's upto and you can also see the editor doing the lightmaps with the Preview button).To show the lightmaps on your map goto View > Lightmaps to make the lightmaps visible on yourmap. Using the Generate > Calculate Lightmaps Without Shadows is a quicker way to preview yourlighting then Generate > Calculate Lightmaps as it doesn't have to spend the time doing shadows.Also using Generate > Calculate Lightmaps for Selected lights you can see how a single light lightsyour map and if you have tiles selected in Global Height Edit you can use Generate > CalculateSelected Lightmaps to only do that selected area of the map, good for a quick fix up if you just onlyhappened to do a small edit.

    I should point out that at the time of writing this Browedit doesn't cast shadows off walls, you haveto use igun and photoshop (or paint .net) if you want the sunlight to do this.

    Step 12: Editing your Lights.

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    With your lights placed you might want to edit them to make them a different colour or to makethem brighter or duller. To do this left click on the light and press enter to bring up the Light'sProperties box.

    Browedits lighting has changed from the old system that we had before with only the settings ofPosition, Colour & Intensity. We now have Range, Max Light Increment, Light Falloff and CastsShadows settings added to the light properties box.

    Name: You can name your lights for easy referance later.

    Position setting: This is the x, z,y coordinates of your light. With this you can manually type in the

    coordinates for your light in the horizontal, height, vertical axis of the map (This is the only wayyou can do a sunlight source light which you would set to something like -3000, 25000, -3000).

    Colour: These 3 boxes are for the Red, Green, Blue colour light settings of your lights. 0 being whiteand 1 being 100% of that colour so use decimal places to get something nicer (Like 0.3).

    Intensity: This controls mainly the intensity or brightness of the light. It also controls the LightFalloff in that it limits how close the Light Falloff can go towards the centre of the light. What thismeans is the larger the number is for Intensity over the Range of the light the less distance theLight Falloff will cover and thus increasing the area covered by the light where its all the samebrightness. While if the Intens ity is less then the Range the falloff will reach centre withoutreaching the Max Light Increment level, creating a darker light than what you set with the MaxLight Increment.

    Range: There isnt much to this setting; Range controls how far the light can cover before stoping

    regardless of the Light Falloff setting. I believe it counts the distance in the number of lightmapcells in distance from the light (This is from the light to the ground so the height of the ground andthe height of the light will affect how far the light covers ).

    Max Light Increment: This setting I believe is the brightness of the light and doesnt go past 255.When using this treat it like a brightness setting and you shouldnt have any problems handling it.

    Light Falloff (0-1): The Light Falloff sets weather the light has a kind of blurred edge (Like thefeather setting in Photoshop when using the selection tools). With this setting Borf for some reasonset this as a box like the other settings instead of a tick box so you have to set a 0 to 1 (decimalplaces control the feathering / blurred edge), 0 being off, while 1 is full feathering or blurred edgearound the light.

    Casts Shadows: This setting is so you can set a light to either cast shadows off objects or not. Thisallows you to have lights in things and not worry about the shadows coming off the objects (Gravity

    used it for lava rocks and other such things that would give off their own glow or light source). Usethe Generate > Smooth Lightmaps to smooth out the lightmaps if you want them to blend better.On a side note if the checkbox doesn't un-tick saving your map and closing Browedit and restartingor simply closing your map and reopening can unlock the checkbox. This i s a known bug andannoying too.

    Examples usage of lightmaping can be found in the following vids:http://youtube.com/watch?v=eBJVpq8ZSCchttp://youtube.com/watch?v=w_cE6jCpnDk

    Step 13: Ambient Lighting.

    Ambient Lighting has had a work over thanks to Henko and now should be easier to use sinceBrowedit will show the lighting more accurately then it did before.

    As you 'll notice there is now a Diffuse Light Section and a Ambient Light Section. Both sections willgive you control over the lighting and how much you want. It's more of changing it to how you bestthink it should look and trying it out ingame. You best option is to probably think of the 2 sectionslike this, The diffused light is your source light and coming from the opposite direction is theambient light which lightens up the shadows of the objects and hillsides.

    Diffuse Light (Color):Used to change the lighting of your map and is set in a Red, Green, Blue layout with 1 being 100%and 0 being 0%.

    Diffuse Light (Longitude angle):This sets the horizontal angle in which your light source comes from this allows you to change theambient light from it's default angle or something like 45 to a different side for walls and objectsto have their shadows on. Usefull for maps with the sun coming from the south / east or north /east direction instead of the normal south / west direction.

    http://youtube.com/watch?v=w_cE6jCpnDkhttp://youtube.com/watch?v=eBJVpq8ZSCc
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    Lights: When adding sunlight your best option is to have a light placed at -2500 25000 -2500 with arange of 2000000 and s et the intencity of 256 and turn off light fall off and also if you create a lightand set it to be placed at 2500 25000 2500 with a range of 2000000 and set the intencity of 256with a Max Inc of 128 and to not cast shadows it will lighten your shadows to a grey colour insteadof the black. If you have coloured lights or small lights period you might want to drop the max inc ofthe sunlight and sun shadow filling light to allow the coloured/small lights to come though better.Good for street lights, etc for a night effect (setting the ambient light to a dark blue will also helpgive it that much more of the night time look). Another thing to look at with lights is placing theminside objects. If you open the properties of an object you wish to place a light in while your in theobject edit mode you can set the opacity to 0 which will allow lights to pass though an object. Thisis handy for lava rocks giving off their own glow and for street lights and the like where you would

    like the light source coming from ins ide the object

    Walls blocking lights: This is a handy trick for when you want a wall blocking a light or to even casta shadow (without having to do the wall shadows with igun). Simply find a flat square (orrectangular object) and s tretch the object to cover the wall (Best to place inside the wall as not toblock the light on the side of the wall you do want lit) this object will then block unwanted light frompassing though the wall to the other side. Great for dungeons or inside building walls where their isa light on on side and there isn't on their other. You can also scale the object into the negitive andthe object will then never show up in the client as the clients never show the back side of anyobjects to save on graphics processing.Reducing visual lag: You may have visual lag while using the client. It happens if you have a slowcomputer or everything vis ible. Your best to have only the stuff you want vis ible that your workingwith. If the water is under everything you might want to turn it of. Turn off lightmaps unless yourchecking your lights and grids can slow things down to so you might only want to show them whenyou need them. Objects are another thing to slow down your graphics as the more you place and the

    more that are on the screen the more your video card has to render onto the screen. Zoom in orturn them off if you don't need them on the screen. If you only have the textures visible it's easierto zoom out to do the minimap too.

    Minimaps: Making your own mini is easy but you might want to take in some of the Reducing visuallag tips to make it easier to zoom out in View > Topcamera mode and zoom out until you can seethe whole map from above, then turn on your lightmaps, objects and water (If it's not under theentire map and isn't visible already), then take a screenie with Alt+Print Screen and paste it into animage editor (Photoshop, paint dot net or paint, it doesn't matter), crop and save as a bitmap (Bestto save as a 256 colour aka 8 bit bmp) in your RO/data/texture//Map folder withthe map name ready to be listed in the resnametable (See the guides under adding your maps).

    Adding Your Maps

    Adding your maps to your client and eathena server (Since I don't use any of the others fell free tomessage me if you do and know how to add maps) is simple. What you'll need is the any of thefollowing files:

    indoorrswtable.txt - Sets the client to a fixed angle for indoor type map(s) .mapnametable.txt - Sets the ingame display name of the map(s).mp3nametable.txt - Sets the mp3 music that will play while a player is on the map.resnametable.txt - Tells the client what files to load for ground, textures, objects and minimap.Great for also duplicating maps without needing extra copies of the map files.

    To set a map to have a fixed camera angle simply create or extract the indoorrswtable.txt from anyof your grf files (sdata.grf is often the most upto date). It's basically a text file withmap_name.rsw# listed for maps you or gravity wants to have a fixed camera angle.

    indoorrswtable.txt example

    alberta_in.rsw#izlude_in.rsw#gef_tower.rsw#geffen_in.rsw#

    Making your map show the name you want instead of a file name or nothing you'll want to create /edit the mapnametable.txt which uses a simple structure of map_name.rsw#Display Name#

    mapnametable.txt

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    town.rsw#Town#fld01.rsw#Field#fld02.rsw#Field#fld03.rsw#Field#fld04.rsw#Field#fld05.rsw#Field#

    Having the mp3 music of your choice play when people are on your map is a simple task of tellingthe client via the mp3nametable.txt which file in the client's bgm directory to play like s omap_name.rsw#bgmmp3_file_name.mp3.

    mp3nametable.txt

    bossnia_04.rsw#bgm\\50.mp3#itemmall.rsw#bgm\\08.mp3#poring_w01.rsw#bgm\\52.mp3#poring_w02.rsw#bgm\\102.mp3#nameless_i.rsw#bgm\\111.mp3#

    The last client file you'll create / edit i s the resnametable.txt which handles the loading of mapsinto the client inself and as such is the most important. Each map is set via 4 lines of code:

    Type CodeGround client_map_name.gnd#file_map_name.gnd#Walkable Tiles client_map_name.gat#file_map_name.gat#

    Objects client_map_name.rsw#file_map_name.rsw#Mini Map \map\client_map_name.bmp#

    \map\file_map_name.bmp#Note: When you have the cilent_map_name the same as the file_map_name your map will load likenormal but if you wish to use the same mini map for a group of maps (eg. maps without a minimapmight want to use a blank.bmp) simply use the same mini maps file name. Or if you wanted toduplicate a map, then changing the cient_map_name to have say a number added to thefile_map_name would do the trick.

    Type Duplicate Code ExampleGround mymap01.gnd#mymap.gnd#Walkable Tiles mymap01.gat#mymap.gat#Objects mymap01.rsw#mymap.rsw#Mini Map \map\mymap01.bmp#\map\mymap.bmp#Else

    Type Non Duplicate Code ExampleGround mymap01.gnd#mymap.gnd#Walkable Tiles mymap01.gat#mymap.gat#Objects mymap01.rsw#mymap.rsw#Mini Map \map\mymap01.bmp#\map\mymap.bmp#Once you have the client files done (You can use a grf tool to add them to a grf file if you wantwhich I'm sure you would before giving them to players) all you will have to do now is add yourmap(s) to your server. For these examples I'm using an eAthena server and as updates happen dailythis might change over time. Adding a map to your eAthena server you'll need to edit 2 of these 3files, the maps_athena.conf in the conf folder or it's import file map_conf.txt (which can be foundin the eathena/conf/import/ ) and the map_index.txt in the eAthena/db/ folder. Each of these filesdoes have a discription at the top of the file and you can just follow the example of the existingmaps but I'll cover it here also.

    The maps_athena.conf (Or map_conf.txt which is a better choice to edit) is set like so "map:map_name.gat" and this allows the server to load in your map and it's gat tiles.

    maps_athena.conf (or map_conf.txt)

    map: dungeon001.gatmap: gef_vilg00.gatmap: gef_vilg01.gatmap: moc_dugn01.gat

    The map index is used for caching the gat tiles on each map either into memory or into the cachefile (map_cache.dat) all you need to do is list each map after the "Place your custom maps with astarting ID here." like so:

  • 8/10/2019 How to Create Ragnarok Map

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    Posted by When Heaven and Earth Collides at 3:38 PM

    map_index.txt

    dungeon000 1250dungeon001gef_vilg00gef_vilg01moc_dugn01moc_dugn02

    If you notice only the first map needs the starting id of 1250 added after it. The id is there for thesole reason that the order should not be changed and as such this id is there to allow room for

    added official gravity maps to your server.

    On a side note if you wish to set a fog to your map then you'd have to edit thefogparametertable.txt which I haven't poked at much so All I know is that it's set something likemap name, maybe a min fog setting, maybe a max fog setting, colour (Alpha, Red, Green, Blue, Eg0xffffffff), and probably the range.

    -End of Guide-

    Hope it helped everyone :D

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