1). Open up the Notepad, dont do anything yet, and press "save as" In order to create a .xml do the same thing, but in step one, instead of adding .xs, add .xml at the end. (Example: MyMap.xml). By now you should have both .xs and .xml files. make sure both of these files are saved under the same name. If you are having trouble creating these files, simply overwrite over already existing .xs and .xml of a random map. If you are planning to overwrite an existing RMS, make sure it isnt one of the original random maps such as Oasis, or Alfheim. The setences in caps are the parts you need to edit, and are pretty easy to understand. Inside the mapinfo details tag, you will put the description of your Random Map Script. This is not neccesary to do, you can leave it blank and just including two quotes (""). Insde the imagepath tag, you will add any icon name. the displayNameID tag, you will, of course put the name of your Random Map Script. void main(void){ // Text // MAP SIZE // INIT MAP } rmSetStatusText("",0.04); //ELEVATION // LOADING: rmSetStatusText("",0.07); Some of the commands under Init Map are not neccesary. the above script will give you a random map with an elevation. Like on the .xml file, the parts in caps are the parts you can edit by yourself and do not leave these parts how they are currenly are. please note that the words after the "//" dont have to be edited and arent part of the script. In order to modify the current elevation, you would need to edit the following lines: Those are the commands you would need to edit in order to get the desired elevation. Example of a RM script Elevation: You can also download this guide [This message has been edited by auron 2 (edited 11-16-2004 @ 06:26 PM).]
2). On the "File Name" box, type whatever name to your RM Script and add at the end .xs (Example: MyMap.xs)
3). On the "Save as Type" box, select "All files"
4). On the "Encoding" box, select ANSI
5). Now specify where you will save the file. For now, it doesnt matter where you put it.
<
// Main entry point for random map script/
rmSetStatusText("",0.01);
int playerTiles=9000;
if(cMapSize == 1)
{
playerTiles =12000;
rmEchoInfo("Large map");
rmSetSeaLevel(0.0);
rmSetSeaType("NAME OF A SEA");
rmTerrainInitialize("NAME OF STARTING TERRAIN");
rmSetLightingSet("NAME OF LIGHTING");
rmSetGaiaCiv(cCivNAME OF GAIA CIV);
int size=2.0*sqrt(cNumberNonGaiaPlayers*playerTiles/0.9);
rmEchoInfo("Map size="+size+"m x "+size+"m");
rmSetMapSize(size, size);
int id = rmCreateArea("the mountain");
rmSetAreaSize(id, 0.1, 0.1);
rmSetAreaLocation(id, 0,1);
rmSetAreaBaseHeight(id, 30.0);
rmSetAreaHeightBlend(id, 2);
rmSetAreaCoherence(id, 0.50);
rmBuildArea(id);
rmSetStatusText("",0.10);
rmSetStatusText("",0.13);
rmSetStatusText("",0.16);
rmSetStatusText("",0.19);
rmSetStatusText("",0.22);
rmSetStatusText("",0.25);
rmSetStatusText("",0.28);
rmSetStatusText("",0.31);
rmSetStatusText("",0.34);
rmSetStatusText("",0.37);
rmSetStatusText("",0.40);
rmSetStatusText("",0.43);
rmSetStatusText("",0.46);
rmSetStatusText("",0.49);
rmSetStatusText("",0.52);
rmSetStatusText("",0.55);
rmSetStatusText("",0.61);
rmSetStatusText("",0.64);
rmSetStatusText("",0.67);
rmSetStatusText("",0.70);
rmSetStatusText("",0.73);
rmSetStatusText("",0.76);
rmSetStatusText("",0.79);
rmSetStatusText("",0.82);
rmSetStatusText("",0.85);
rmSetStatusText("",0.88);
rmSetStatusText("",0.91);
rmSetStatusText("",0.94);
rmSetStatusText("",1.00);
}
rmSetAreaSize(id, 0.1, 0.1);
rmSetAreaLocation(id, 0,1);
rmSetAreaBaseHeight(id, 30.0);
rmSetAreaHeightBlend(id, 2);
rmSetAreaCoherence(id, 0.50);
rmBuildArea(id);
Set AreaLocation; sets the place where the elevation will be modified. 0.5, 0.5 is the center of the map. in the example above 0.1, 0.1 would be a corner of the map.
note that when you create a height higher than normal, you cannot smooth it, roughed it, or use any tools of the editors. you can just add objects and paint areas using the tools in the editor.