Tribes Editing 101
Pokey, I already know the basics, just take me to your forcefield tutorial!
-Getting Started
Here are my goals that I want to accomplish with this tutorial:
1. Getting into that editor....
2. Understand the difference between server side and client side maps.
3. Know the basic key commands (I will describe each one I use, which isn't many!)
4. Understand the proper structure of groups within the editor.
5. Object placement and rotation.
6. Add objectives and spawn points.
7. Complete a working capture the flag map.
These are in no particular order. I will do my best to keep this tutorial as organized and flowing as
possible. Alright, before we even fire up that editor (if you don't know how, I will explain later), we must
do a few things to get you prepared. First off, you will want to make a backup of your missions
directory unless you enjoy reinstalling Tribes and searching for all those patches, mods, maps, scripts,
reticles, huds, etc. that you need to add back on. The missions directory houses all your maps. It is
necessary to make a backup because for some reason unknown to man your original map files will get
messed up (specifically the .ted files). I just copied the missions folder over to the temp directory
Tribes had already set up.
Each original map that came with the game has four files:
1. .mis file-This file is the one that makes each map unique. It is the one that is read when loading a map
to see what objects will be present in the "world". There may be a few times where we have to open
this file with notepad to edit a few lines. Don't worry! Cut and paste type of stuff. If I can do it, anyone
can.
2. .dsc file-This file is responsible for map information when you press <esc>. It tells you what type of
game (ctf, c&h, dm, f&r, d&d) the map plays, and other information such as planet, time of day,
weather, number of teams, briefing, blah, blah, etc.
3. .vol file-I believe this one contains the objects that the map will be allowed to have in it.
4. .ted file-This is the file that will get messed up at times. I will explain in further detail later on. It is the
file responsible for the terrain each map uses.
Alright, let's get this rolling! To make a map that is not required to be downloaded by everyone
(server-side map), you must use the .ted and .vol files of an original map. So this is what I want you to
do.... go into Tribes, browse all the maps and pick a map which has the terrain you like. It can be any
of them. You want to note that it will be easier to start off with a map that doesn't have any
underground bases as you will have to plug the holes up in the terrain. Also, you can change sky
color and still keep it a server side map. So if there is a map that has the terrain you like, but it is
day-time and you want it to be night-time, don't worry, we can change that later. Ok now, let's say you
chose the broadside map. Good choice, cause that's what I chose too! (We just want to keep a
constant here...) We want to use the terrain of broadside, but have completely new bases and make it a
night-time map. This is what we must first do: go into your missions folder or your missions backup
folder that you created earlier and copy the broadside.mis and broadside.dsc files into a temp
directory. You now need to rename them to whatever you want your map to be called. I chose
tutorial.mis and tutorial.dsc, but they can be whatever you want! And if you don't quite have a name
decided now, you can change it anytime. The name just needs to be different than broadside or any
other map name that is already in your missions directory. Once you get it renamed you can then put it
back into your original missions directory. Ok Pokey, now what? Start up Tribes, change your video
settings to windowed mode (must be in windowed mode to use the editor), host a multiplayer game,
look for your map that you just renamed, select it, and host the game! But Pokey, it looks like
broadside, what's up? That's because it IS broadside, just with a different name.... How about we fire
up that editor now?
-Getting Into That Editor
1. Read above paragraph if you haven't already.
2. Once you are in the game, bring down the console by hitting the tilde key ( ` ), above the tab key.
3. Now type in:
exec(editor);
4. The editor will now load up, and you may then hit the tilde key again to remove the console.
It will look like this (note: I am using version 1.1312 of Tribes)
-Basic Key Commands
w
move forward
s
move backward
a
move left
d
move right
e
move up
c
move down
o
options
1-0
moving speed (1 being slowest, 0 being fastest)
left mouse
selects object
ctrl-left mouse
moves object vertically
shift-left mouse
rotates object around Z axis
alt-left mouse
rotates object around Y axis
right mouse
hold button down & move to rotate view
ctrl-delete
deletes object selected
ctrl-z
undo
F2
"inspector" mode
F3
"creator" mode
F4
"terrain" mode ( I do not discuss the terrain editor )
F5
"walkthrough" mode
We are now in the editor and know the basic key commands, let's do some damage! We are going to
start off by deleting the objects that are already present in the map. In F2 mode you will see three
windows: the left large window is where you will actually see the map. It may be black right now, but
that is only because the editor sometimes starts you off below the terrain (just hit 5, & hold e down
until you rise above the ground). The top right window is a "tree" structure which shows how objects
are grouped together. And lastly, still in F2 mode, the bottom right window will show specific
properties of an object that is selected.
I will add more to this tutorial when I get a chance, I just have a BIG project to work on at the moment.
Basically, you want to delete the objects that are presently in the map, and then add what you like. I
will update this as soon as possible to make it complete! Good luck, and email me if you have specific
questions.
Forcefields
First off, you will need to create a group for your forcefield. Name it anything you
want.....door, forcefield, etc. If you want it to be powered by the main generator make
sure the new forcefield group is under the group where the generator is located. If not,
you won't see the forcefield because it needs the power - of course!
If you want the forcefield to run strictly off its own power like I have done with
"WoohooWalkAbout", create the new forcefield group directly under the team* group.
You will then have to add another generator, solar panel, or portable generator directly
under your new forcefield group. Confused.....sounds confusing to me!
Ok, once you get your new forcefield group created you will have to add another group
under it called "Path1". Not for sure if has to include the "one" or not, but might as well
since it works this way. You'll notice if you've looked at other maps in the editor that this
"Path1" group says "SimPath" following it instead of "SimGroup". Don't worry about this
quite yet as yours will say "SimGroup". We will go into the .mis file and manually change
this after we establish the markers.
Now under the "Path1" group you will need to place two markers (not pathmarkers) from
the mission group in <F3> mode. These two markers are extremely tricky! You probably
have noticed there are three colored arrows on them (green, blue, and red).
Green arrow - to have your forcefield placed vertically, this arrow must point upwards
(vertically). To have your forcefield placed horizontally, rotate the marker until this arrow
faces horizontally, etc...
Blue arrow - the forcefield runs along this arrow and shows the movement of the
forcefield.
Red arrow - nothing particular about this arrow, just helps when rotating the marker.
In the above example picture you see that I've placed two markers. The left marker is the
one that I created secondly under the "Path1" group. It is the one where the forcefield will
show up when it is closed. It is very important that you use the correct one. In the
highlighted part of the picture it is the one right above "DoorForceField". This marker is
the only one you really need to mess with in the editor as you will make changes to the
other marker in the .mis file. For the first marker under the "Path1" group just place it in
the general area where you want your forcefield to move to when it opens. You don't
even need to bother rotating it because you can do that in the .mis file. Just use the second
"main" marker as an example. In the example picture above my forcefield will move from
the position that it is in now to the right where the first marker is located. Basically, it just
slides right over. You have to be careful with forcefields that you do not create them to
slide outside the base or into another room. I will talk more about this shortly in greater
detail. You probably have also noticed that I didn't place the left marker by the edge of
the opening. I did the first time around and had my forcefield sticking out the side of the
base....oops! If the walls are thick where you are placing the forcefield you really don't
need to worry about this situation too much.
I chose to place the right (first) marker over to the right instead of into the middle of the
flag base near the flag because it caused problems when it was near the flag. The
forcefield would show up when I played, and would close, but it wouldn't reappear. It's
as though it got hung up on the flag and flag stand. So make sure there are no inventory
stations, generators, and other added objects near either of your two markers. If an
added object was near your second (main) marker, chances are the forcefield won't even
show up. If I were to have placed the first marker (directly under "Path1") below the main
marker in the room below, the forcefield would have acted like an elevator......Now with
all this in mind, let's move on to the next screenshot. It will show the rotation of the
markers.
Alright, here you see that the blue arrow runs to the left towards us. The other marker has
the same rotation. I am not for sure if it has to run this way.....let's say we rotate BOTH of
these markers around so the blue arrows face directly the other way. Will it work? I don't
know. I always make the first marker of the group face towards the main marker (the
second one right above "DoorForceField"). It's just a pattern that I use. Now if I wanted
this forcefield to run veritcally, I would have rotated the green arrow to where the red one
is placed, and still keep the blue arrow facing the direction that it is in now. Of course I
would also have to move both markers closer to the opening (just inside it). If I didn't, the
forcefield would appear outside the wall the whole time, even when it opens up! Ok, that
is enough with messing with markers in the editor, let's move on to placing that forcefield!
In <F3> go to the Doors group and select which forcefield you want to use ("ForceField"
through "ForceField5x5"). Click on the main Forcefield Simgroup (mine is called
"FlagDoor" above) and go down to select which forcefield you want to use. Even though
the editor doesn't show it, it says "DoorForceField1", I chose "ForceField5x5" because
of the small area I was working with. You will see in the .mis file that it says
"ForceField5x5". Once you selected the forcefield you want to use, all you will see is a
green dot. NO FORCEFIELD! Arghh, I'm ticked now........ it's ok, that is how it works.
Stupid? Yes, most definitely. So now you have this green dot just sitting there doing
nothing. Leave it alone, don't worry about moving it at all, you will take care of it in the
.mis file. Remember, the main marker (second one listed under "Path1") is the only thing
you need to mess with except for moving the other marker in the genreral area where you
want the forcefield to move to. Now make sure you have some type of power running the
forcefield. Either you have placed this "ForceField" Group under a group where there is
already a generator or you have added a power source under the "ForceField" Group. In
the picture above you can see that I have added two solar panels under my "Doors"
Group. My main generator is under the "Stations/Turrets" Group powering everything in
that group. Once you have your power set, save it and close down tribes.
Now we need to open up your .mis file. Here is a cut of of mine that shows my forcefield
group:
instant SimGroup "Doors" { Notes:
instant SimGroup "FlagDoor" {
instant SimPath "Path1" { <------Change to "SimPath" from
"SimGroup"
isLooping = "False"; <------Add this line
isCompressed = "False"; <------Add this line
instant Marker "Marker1" {
dataBlock = "PathMarker";
name = "";
position = "-202.394 72.9237 216.582"; <------2 numbers will be the same.
*note below
rotation = "1.55989 0.874879 2.27585"; <------Same as second marker
below.
locked = "1";
};
instant Marker "Marker1" { <------This is your main marker. DO
NOT mess
dataBlock = "PathMarker"; with these settings first time
around.
name = ""; Adjust only after you go into
the game
position = "-207.929 72.9237 216.582"; and see that your forcefield
needs
rotation = "1.55989 0.874879 2.27585"; adjustments. You will use these
settings
locked = "1"; to modify the first marker and
the forcefield
};
};
instant Moveable "DoorForceField1" {
dataBlock = "DoorForceField5x5";
name = "";
position = "-207.929 72.9237 216.582"; <------Copy from the second
(main) marker.
rotation = "1.55989 0.874879 2.27585"; <------Copy from the second
(main) marker.
destroyable = "True";
deleteOnDestroy = "False";
fadeTime = "0"; <------Add this line
center = "1"; <------Add this line
Status = "close"; <------Add this line
closeTime = "1"; <------Add this line
locked = "1";
};
*Note:
Two numbers will end up being the same. When you moved the first marker in the
general direction, make sure it is a noticeable distance and line it up with the first marker
as close as possible. When going back into the .mis file after placing your markers and
forcefield, you should notice that two numbers from the first marker are relatively close to
that of the second marker. With that discovered, then change the two numbers from the
first marker to match those of the second marker - exactly.
Now with the two numbers that seem to be noticeably different, it's hit and miss. There
will be a lot of testing. With the "DoorForceField5x5" try to set the difference around 5 or
so. This is the only map that I used the 5x5 forcefield, I mostly use the plain-old
"ForceField" from the doors group in <F3> mode. With that forcefield try to begin with a
difference of 10 or so, then adjust if necessary. The only adjustments that need to be
made with this situation is when you are placing the forcefield in a tight spot. If you have
your forcefield moving down into the terrain or into a thick part of a base, don't worry
about this too much. Just set your difference to 10 and you probably won't have to deal
with it again.
Alright, woohoo! Once you finish copying these numbers and lines and whatnot, save it
and reopen Tribes. Go into the map you are working with (don't worry about going into
the editor quite yet)and find the spot where you hopefully should have a forcefield waiting
for you. If it's there, fantastic, double woohoo! If not, go back into the .mis file and make
sure you have added the lines specified. Also check to see if your position and rotation
numbers have been updated correctly. If you are still having problems seeing the
forcefield make sure it has power and there are no objects in the way of its movement or
placement. I would first create a forcefield in the middle of nowhere, out in the field
somewhere. Just make sure you place a generator near it.
Now maybe you went into the game and found that the forcefield is there but not in
quite the place you want it to be. This is where things get a little sticky.... You will find that
going back into the editor you just cannot move things around. First, the damn forcefield
won't budge, and the freakin' markers won't move either. Sorry about the explicit
language, but it pisses me off! You have to delete the forcefield. Now go under into your
"Path1" group (in the editor of course) and add yet another two markers for a total of
four. Go down to the last one of the group, select it, and move it around in relation to the
main marker you set before. Move it so the forcefield will appear correctly the next time
around. Now move the third marker in the general direction of the first marker. You will
remember this one doesn't have to be exact (changes made in the .mis file). Once that is
done, delete the first two markers, add the forcefield (again), save it, shut down tribes,
and edit the .mis file (again). This may seem like a lot of work, but once you get that baby
working it is well worth it! I think that about covers the jist of things.....good luck!
Also.....I'm not going to write much of anything about doors since they work exactly the
same. If you can get the forcefield to work, then the doors won't be much of a problem.
In the doors group there a few doors listed as left and right or top and bottom. Just look
at my .mis file for "WoohooWalkAbout" to see what lines you need to add and how to
relate the numbers of position and rotation. It is basically the same. Just a note for doors
though: let's say you want a left and right door like the one in "WoohooWalkAbout", just
make sure that ALL four markers are rotating the same way. It seems odd I know, but
that is how it works. Plus two of the markers (the second one of each "Path1" group) will
have exactly the same position and rotation. BTW, since there are two doors there will be
two "Path1" groups. Anyway, with enough said, the best of luck to you. I know you will
figure it out, just takes a little time. Don't hesitate with emailing me, even if you have a
hundred questions. I want you to get the hang of it.