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Map Background Tutorial
A Guide on how to create and modify Map Backgrounds



 Tools Needed
 Please view the Texture Tools part of the "Legacy Mod Tools"

 The Layout
 Backgrounds in Legacy are dds texture files that are mapped onto 6 sides of the map box. The map box is the enivronment  of each map. It has boundaries which you have noticed ingame that stop you from flying  past a certain point in each map,  inside the 6 "walls" or sides of this box is where all map objects are placed.

The map box (with planet inside)


 In order to correctly design and create and/or modify a map's background we "unfold" the "box" (map box). Similar to  unfolding a carboard box in real life we get this shape when all sides (tiles) are "flattened out" as shown below.

The Map box unfolded


 Now which tile (side) is what when we fold the box back up?

This is the base/bottom tile. This is positioned on the bottom on the map box.




This is one of the sides. This is to the right-hand side of the map.

If you open a map in the map editor this is positioned on the right-hand side of the map




This is the top/appex tile. This is positioned on the top of the map box.




This is the "directly-in-front" tile that is positioned towards the "front" of the map when opened in a map editor.




This is the tile located left-hand side of the map in the map editor.




This is the tile located at the back of the starting position in a map editor.. and in most deathmatch maps.


 So thats cool but how do we put all this back together again and make sure it's all matching after I do a modification to the  texture or add new ones for a tile? The image below shows how each tile matches up when being "reconstructed".


How each tile matches up!


 The cyan coloured lines above link two matching sides together. This is very important to take into account as you do not  want mismatching textures in your background

 A General rule to avoid any mismatch between sides is shown below

Matching two adjacent tiles


 Basically if you have a pattern or colour scheme on the edge of a tile then you must compensate or carry it over to the  matching tile to make the pattern look realistic ingame. Above, the green square on one tile must have a similar pattern or  another pattern to carry it over on the matching tile. It does not have to be the same pattern as the red blob indicates but the  part of the red blob pattern hitting the edge of the tile must be matched on the other tile. If you do not you will most likely  end up with disastrous effect as shown below

mismatched tiles!


 A way to combat this is to leave all the edges of each tile as black but that doesn't look as good as continuing pattern going  around the map such as the "briar Patch"

 The Textures
 Each map has one texture per tile, thats 6 textures. The naming system for these textures is as follows.

"mbg_backgroundname#.dds"
# signifying a number

Example: "mbg_badlands0.dds"


 The textures start at 0 and end at 5 so the following below is a texture set for a map background

How each of the 6 textures in the set are named


 Each of these textures are mapped onto the tiles as shown below. This doesn't deviate or change, it is how they are  mapped and you should take that as gospel!

each texture mapped onto each tile


 Now you have the knowledge on how the map background system works. Each one of these textures are - 1024 x 1024 in  size so they are Hi - Res.... going below this dimension will make your background pixelated and/or appear stretched.  When you make a new background set try to keep with the naming systems to know what is what.

 The background is specified in the map itself via the map editor. Each map uses a certain background, in order to get a  new background that you make to work in game you should modify the maps themselves to have the background or else  just modify the original stock backgrounds.

 Right let's get down to doing some examples!
 I will take both the mbg_orion.dds and mbg_green.dds textures and modify them (the method of doing so is explained at  the end of this tutorial in the Try it out! section). having modified both of them I will show you how the modifications shape  up.

 Example 1: mbg_orion.dds
 Below is a picture of all the modified textures for this background placed out together.

mbg_orion set


 There are deviations in the pattern and colour in some of the textures so it will not look good in game at all. It will appear to  put it bluntly, crap. When we take each texture and match them up in the "unfolded" layout, we get this -

mbg_orion set matching?


 As you can see incorrect modification done to mbg_orion4 and especially mbg_orion1meant that even though the pattern  is the same the differentiation in the colour levels means it doesn't look matched at all (the ingame screenshot of the  mismatched tiles is a product of this poor matching) This is something you must be wary off and try to avoid at all costs.





 Example 2: mbg_green.dds
 Below is a picture of all the modified textures for this background placed out together.

mbg_orion set


 The colour and pattern is much more uniform and consistent this time round. When we take each texture and match them  up in the "unfolded" layout, we get this -

mbg_green set matching?


 Ah this time the texture set looks better. The colour and pattern is much more consistent and there is more congruency to  the whole texture set. Mission successful!



 That is basically the whole 101 on map backgrounds. Hopefully you are able to follow this and try some yourself. If you do  have a go at it then maybe releasing a few for the community would be a good idea. Below is a link to the "try it out" section  for this tutorial.




Try it out!



_____________________________________





Average User Rating: 8.7
Number of Votes: 7


User Comments  
The following comments are owned by the user that posted them. STLegacyFiles is not responsible for their content.

Total comments: 5 | Last comment: 05-22-2008 at 09:09

 #1 - 03-17-2008 at 08:49
yopyop (Staff)
From: (Access Denied!)
Joined: February 25th, 2006
Posts: 1334
w00t!!
That rocks! Rock

 #2 - 03-18-2008 at 01:50
GamemasterAM
From:
Joined: October 28th, 2007
Posts: 18
Very cool!

 #3 - 03-19-2008 at 02:01
Zube1337
From: (Singapore)
Joined: July 17th, 2007
Posts: 575
really infomativestick out tonguecoolTwo Thumbs Up!

 #4 - 05-15-2008 at 04:45
SkeeterUK
Joined: March 2nd, 2008
Posts: 35
Nice guide for the layout. Cheers.

 #5 - 05-22-2008 at 09:09
idioticfool
From:
Joined: November 14th, 2007
Posts: 25
I never knew about this. Really informative.



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