Changes between Version 25 and Version 26 of Atlas_User%27s_Guide


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Timestamp:
Sep 26, 2010, 8:36:08 PM (14 years ago)
Author:
Erik Johansson
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  • Atlas_User%27s_Guide

    v25 v26  
    33= Atlas tutorial =
    44== Starting Atlas (scenario editor) ==
    5 In the third pre-alpha and later releases you can either start Atlas by clicking the scenario editor in the main menu of the game, or launch it directly by following the below directions:
    6 Assuming that you're on Windows, go to the \binaries\system\ folder in your 0A.D. folder and check for the file called "Atlas.bat". Double click that and you'll see a command window, don't worry though, you don't have to write commands to edit 0 A.D. maps (The 3D world in which the game takes place is known as a map, and both words will be used in this tutorial), it's just loading the program in the correct way. In some seconds you'll see the actual Scenario Editor itself.
     5In the Alpha and later releases you can either start Atlas by clicking the scenario editor in the main menu of the game, or - and this is the way to do it in case you've checked out the game using SVN - launch it directly by following the below directions: Assuming that you're on Windows, go to the \binaries\system\ folder in your 0A.D. folder and check for the file called "Atlas.bat". Double click that and you'll see a command window, don't worry though, you don't have to write commands to edit 0 A.D. maps (The 3D world in which the game takes place is known as a map, and both words will be used in this tutorial), it's just loading the program in the correct way. In some seconds you'll see the actual Scenario Editor itself.
    76
    87If you're on Linux you can run Atlas by running:
     
    1716''This is a picture of what Atlas looks like at startup, at the top is a menu, to the right a display of the map (3D world), to the left there is a panel with some tools and below that there are tabs which can be selected to display more tools and options.''
    1817
    19 It may seem overwhelming when you first take a look at the different tabs, but don't worry, most things are fairly straight-forward and you'll learn a lot just by playing. In this document you'll however find descriptions for how things are done to guide you on your way into Atlas and map making.
     18It may seem overwhelming when you first take a look at the different tabs, but don't worry, most things are fairly straight-forward and you'll learn a lot just by playing around. In this document you'll however find descriptions for how things are done to guide you on your way into Atlas and map making.
    2019
    2120== The Main Tools ==
     
    7170
    7271==== Deleting objects ====
    73 
    74 To delete objects select them using the Move/Rotate tool and press the Delete key on your keyboard.
     72To delete objects select them using the Move/Rotate tool and press the '''Delete''' key on your keyboard.
    7573
    7674=== The Alter terrain tool ===
     
    115113
    116114== The Tabs ==
     115=== Map Tab ===
    117116[[Image(tabs_map.png)]]
    118117
    119 ''The contents of the Map Tab''
    120 
    121 === Map Tab ===
    122 The buttons on the Map Tab are few, but they're powerful. Especially the first two, as they erase everything you've got on the map and replace that with, in the first case an empty map (no difference in height, only the same green texture all over it, no objects), and in the second case a complete random map (different heights, different textures, objects).
     118''The contents of the Map Tab'' The buttons on the Map Tab are few, but they're powerful. Especially the first two, as they erase everything you've got on the map and replace that with, in the first case an empty map (no difference in height, only the same green texture all over it, no objects),and in the second case a complete random map (different heights, different textures, objects).
    123119
    124120The Generate empty map button is simply a way to quickly get an empty map. When you've played around a bit you might realize that you need to start from the beginning, and instead of having to undo everything you've done up to that point it's just to click that button and you get a new fresh empty map to fill with your ideas.
    125121
    126 On the next row we've got a text-field and a button, it may not seem like they're able to do much, but they can create an entire world. Or rather the underlying mechanisms, the text in the text-field is the filename of a random map script located in the /binaries/data/mods/official/maps/ folder. A random map script a text file which tells the program how to generate a map, including modifying the terrain, adding terrain textures, and adding objects, based on some defined rules. (Random maps are ''currently'' not working, they need to be reimplemented due to the simulation system having been rewritten.)
    127 
    128 On the last row we've got the Simulation test buttons. When you start a simulation with the start button the map “becomes alive”. There are waves in the water and units starts to attack nearby enemies, and the in-game GUI is displayed. That's of course very much like starting a game, but the difference is that while you're in Atlas you can do everything you normally can in Atlas, but while running the game. That's very good when you want to test how units react to each other or changes in the environment. You can move units around, add new units, change height of different parts of the terrain, etc. Except for the changes to units the new changes remain when you reset the simulation.
     122On the next row we've got a text-field and a button, it may not seem like they're able to do much, but they can create an entire world. Or rather the underlying mechanisms, the text in the text-field is the filename of a random map script located in the /binaries/data/mods/official/maps/ folder. A random map script a text file which tells the program how to generate a map, including modifying the terrain, adding terrain textures, and adding objects, based on some defined rules.(Random maps are ''currently'' not working, they need to be reimplemented due to the simulation system having been rewritten.)
     123
     124==== Simulation/Testing the map ====
     125On the last row we've got the Simulation test buttons. When you start a simulation with the start button the map “becomes alive”. There are waves in the water and units starts to attack nearby enemies, and the in-game GUI is displayed To hide the in-game GUI press the '''G''' key. That's of course very much like starting a game, but the difference is that while you're in Atlas you can do everything you normally can in Atlas, but while running the game. That's very good when you want to test how units react to each other or changes in the environment. You can move units around, add new units, change height of different parts of the terrain, etc. Except for the changes to units the new changes remain when you reset the simulation.
    129126
    130127The buttons are fairly self-explanatory, but for completeness sake here is a list of the buttons and what they do:
     
    175172
    176173==== Visualise ====
    177 [[Image(visualize_passability.png)]]
    178 The Visualise:Passability dropdown menu lets you choose how and if you want to preview terrain passability (whether or not a unit can walk, sail, etc over that part of terrain). The options are
     174[[Image(visualize_passability.png)]] The Visualise:Passability dropdown menu lets you choose how and if you want to preview terrain passability (whether or not a unit can walk, sail, etc over that part of terrain). The options are
     175
    179176 * None (No passability visualisation)
    180177 * Default (Visualises passability for land units)