World Builder
World Builder
World Builder
Builder: Dawn of
War II
Quick “How-To” Guide
6/30/2009
Relic Entertainment
WORLD BUILDER ................................................................
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INTRODUCTION ................................................................
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RECOMMENDED SPECIFICATION................................
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CAVEATS ................................................................
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LOCALIZATION ................................................................
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ACKNOWLEDGEMENTS ................................
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World Builder
Introduction
This guide is a quick ‘HOW-TO’ for using Dawn of War II’s map creation tools, the World Builder. It
describes how to make a simple map, create an archive and outlines some common pitfalls. It is highly
recommended that everyone take a quick look at this document before attempting to use the map
editing tools, as it details minimum requirements for a valid map as well as some co
common
mmon pitfalls that
should be avoided. A simple map ‘4p_SmallDemo’ has been included with the World Builder that can
be used as a quick reference to see how something works.
Usage on Vista
On Vista this behavior requires admin privilege so the World Buil
Builder
der will need to be run as an
administrator. To start the WorldBuilder with admin privileges, right
right-click
click on the WorldBuilder.exe and
select ‘Run as administrator’.
Recommended Specification
The World Builder runs at the highest visual quality by default. There is no way to turn this down.
Therefore, it’s recommended to use a machine that can run Dawn of War II at High to Ultra visual
settings. Lower specification machines will potentially render maps incorrectly.
Warning: The World Builder will save by default to <root>/Assets/Maps.. If maps are not saved to the
<root>/Assets/Maps/PvP folder they will not be baked to the correct location for the game.
Caveats
Consider the following when creating maps:
• The World Builder will crash without warning. Save all progress often.
• There are prototype and/or legacy features present that are not used and/or are no longer
stable. This means that some features might corrupt maps. It is recommended to backup work
regularly.
• It is possible to create a map that will cause the game to crash. Preview maps that are in
progress frequently to ensure that the map has no elements that crash the game.
• The World Builder is provided as is, and THQ and Relic does not support it.
Once the game is running with the command line parameter, navigate to Mulitplayer
Mulitplayer->Custom
>Custom Games-
Games
>Private, and select a race. The newly created map will be in the Map drop down list. Choose the map
and play a game.
WARNING: To play maps with other players, the map has to be packaged. Unpackaged maps can be tested
against AI only.
Opening this new file in a text editor will reveal an XML file. There are three things to change in this file:
1. In the Archive element (first line) adjust the attributes to the new name.
2. Adjust the root path to mirror your local machine
3. Change ‘4p_SmallDemo.sga’ to [YourMapName]
WARNING: In the above, <root> will be the full path on your local drive. Ie. DefaultRoot=” C:\Program
C:
Files\Steam\SteamApps\common\dawn
dawn of war 2\GameAssets”.
Creating an Archive
Browse to <root>\Tools\Bin and open CreateArchive.bat in a text editor. Modify the following:
Archive.exe -c -r
r ..
..\..\GAMEASSETS\ -cf
ArchiveDesign\%1.sga_design -a C:\DOW2-
..\..\Assets\ArchiveDesign
WB\Root\GameAssets\
\Mods\%1.sga -log %1.log
The C:\DOW2-WB\RootRoot must be replaced with the equivalent <root> for your local drive. Once that is
done, save and close this file.
WARNING: You need to run the .bat file from a command line. The .bat file does not run if you double click it.
WARNING: This archive design file will package up all files in the <root>\GameAssets\Data\Maps
Maps folder into
the archive file. You should clear out test maps that you do not to package.
Troubleshooting
• Problem:: The map does not appear in the dropdown list.
o Solution:: Ensure that the map was saved to <root>
<root>\Assets\Maps\PvP
PvP and that there are
map files located in <root>
<root>\GameAssets\Data\Maps\PVP.
o Solution: Ensuree that you are running the game with the –dev option.
• Problem:: The player slots are non
non-existent
existent or that there are an odd number of them.
o Solution:: Ensure that there are an even number of starting positions and that each is
assigned a unique player number in the World Builder.
Localization
The World Builder interface is in English only. However, it uses localized speech archives. Users that are
not using the English version of the game will need to open <root>
<root>/dev_pipeline.ini
/dev_pipeline.ini in a text editor and
modify the Locale setting in the [global] section. Depending on what locale the game is running, set this
to be one of: french, german, russian, spanish, italian, czech, tchinese, polish, or hungarian. To find out
which locale the game is running, <root>/GameAssets/Locale contains a folder with the speech archives;
the name of that folder is the current locale.
WARNING: If you do not do this, the World Builder will crash when maps are opened.
Feature Areas
This section focuses on some functional areas that are potentially confusing to users.
WARNING: If a new layer combination is created, the end result will be pink “texture missing” textures in the
game.
Lighting Mode
Selecting the ‘Lighting Mode’ button activates lighting mode. This is how the map artists can add
additional light sources to the map. This feature can be used to lighten up a section of the
t map, or to
add high-lighting.
Once satisfied with how they look, be sure to run a Bake Lighting, this is a longer process that will add
the light map to your map files.
Atmosphere Properties
From the menu, select Scenario->Atmosphere
>Atmosphere Properties to bring up the Atmosphere Properties dialog.
This is where a number of very important global settings are configured. Once the settings are set to
satisfaction, this file should be saved to <root>\Assets\Maps\Atmospheres.
Sunlight
This is where the color intensity and position of the sunlight is configured. It allows map artists
artist to set a
very general light scheme for a map. This can be modified in different ways to make deep jungle maps, a
bright desert scene or a polluted Hive city be very distinct in terms of lighting.
Fog
This is where fog on a map is configured and implemented. Be sure to make the fog look visualy
consistent with the lighting and environment of the map.
WARNING: Does the Fog of War look really terrible on your newly created map? You should adjust the settings
of the Fog on the map to make it look better.
Terrain Properties
From the menu, select Scenario->Terrain
>Terrain Properties to bring up the Terrain Properties dialog. This is
where the Giant Shadow type is set, as well as setting the appearance of water on the map.
WARNING: If the World Builder crashes when attempt to save a map, you may have broken this
th pathfinding
limitations.
WARNING: Does the custom map seem to crash the game when you are playing in a particular area of the map
more than others? Remember that game play actions can affecaffect pathfinding, so building
uilding destruction or
construction (ie. Turrets) may have pushed a close to the limit area, over the limit.
Impass
After rebuilding the pathfinding for a map, view the
Impass overlay in the same manner as the Sector map.
Red and orange squares are impass
impassable for the current
pass type. Red squares are terrain that is impassible due
to terrain or entities. Orange sector are user painted
impasses using the Impass Map Editor. It is a good idea
to ensure that important areas are not blocked off, or
that there are not too many overly narrow choke points
as these areas will have a negative impact on the
pathfinding.
WARNING: If you use a long bridge to cross a narrow gap, the impass of the long bridge still applies and you
yo will
see unexpected pathing behavior around the bridge entrance. Check the impass map to see what is happening..
WARNING: If you find that you cannot path over a bridge, did you paint the bottom of the gap immediately
below the bridge to be impassable?
WARNING: In the grim darkness of the 41st millennium, stairways are bridges.
WARNING: You may need to smooth out your terrain if you find there are lots of impassable areas after using
the Terrain Height Editor.
Water
The water editor does occasionally displays water in the World Builder differently than water in the
game.. If something does not look correct or looks like clipping, check in the game first.
Water objects are fairly performance expensive items, and only one should be used per map.
map
Included Tools
• <root>/Tools/Bin/Archive.exe
• <root>/Tools/Bin/Bake.exe
• <root>/Tools/Bin/CreatArchive.bat
• <root>/Tools/Foreign/nvdxt.exe
• <root>/WorldBuilder.exe
• <root>/dev_pipeline.ini
• <root>/Tools/ToolsData
• <root>/Assets
• <root>/GameAssets/Mods
Acknowledgements
Relic thanks NVIDIA for permitting the inclusion of their Texture Conversion Tool with the World Builder.
Builder