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	<id>https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Solokiller</id>
	<title>Empires Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Solokiller"/>
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	<updated>2026-09-27T03:59:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8506</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8506"/>
		<updated>2016-11-27T14:24:15Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Resources */ Remove errant double quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Server Cvars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a complete list of all the server variables used by Empires.&lt;br /&gt;
&lt;br /&gt;
== Cvars ==&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_vehicles&#039;&#039;&#039;: &lt;br /&gt;
|Number of vehicles each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_selfdestruct_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until an empty vehicle starts to self-destruct.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_fadeout_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until a destroyed vehicle model is removed.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_buildings&#039;&#039;&#039;:&lt;br /&gt;
|Number of buildings (not counting walls or turrets) each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_turret_search_interval&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) each turret must wait before searching for a new target.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_turrets&#039;&#039;&#039;:&lt;br /&gt;
|Number of turrets that a team can place. (does not include engineer-placed turrets)&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_walls&#039;&#039;&#039;:&lt;br /&gt;
|Number of walls a team can place. (does not include engineer-placed walls)&lt;br /&gt;
|(Default = 24)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the axis aligned bounding box for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the VPhysics mesh for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|Disables physics for buildings.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds between refinery resource generation.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Refinery output is multiplied by this (both teams).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_refinery_multiplier&#039;&#039;&#039;:&lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_nf&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_be&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_basevalue&#039;&#039;&#039;:&lt;br /&gt;
|Minimum value for diminishing returns. See emp_sv_refinery_diminishing_returns_valueperrefinery.&lt;br /&gt;
|(Default = 0.25)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_valueperrefinery&#039;&#039;&#039;:&lt;br /&gt;
|Amount to decrease the output of a refinery by. Computed as 1 - ( valueperrefinery * N ) where N is the Nth - 1 refinery owned by the team. If this is smaller then the basevalue, basevalue is used for the refinery.&lt;br /&gt;
|(Default = 0.0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Interval between commander data updates. When the interval has passed, the location of all players and buildings is sent to the commander.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_give_resources&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources that is added to the resource total for the specified team.&lt;br /&gt;
For example: &#039;&#039;&#039;emp_give_resources be 1000&#039;&#039;&#039; will add 1000 res to Brenodi&#039;s resources while &#039;&#039;&#039;emp_give_resources nf 1000&#039;&#039;&#039; will do the same for Northern Faction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_item&#039;&#039;&#039;: &lt;br /&gt;
|Researches the specified research for both teams. Takes the name of the research as a argument.&lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_research_item Nuclear Warhead&#039;&#039;&#039; will research Nukes for both teams.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_unresearch_item&#039;&#039;&#039;: &lt;br /&gt;
|Removes the specified research for both Teams. Takes the name of the research as a argument. Equipped Weapons in Tanks will get unavailable after they are unresearched. &lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_unresearch_item Nuclear Warhead&#039;&#039;&#039; will unresearch  Nukes for both teams.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_wait_phase_time&#039;&#039;&#039;:&lt;br /&gt;
|Number of seconds until wait phase ends.&lt;br /&gt;
|(Default = 60)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_respawn_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds to make players wait to respawn.&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_spawn_protection&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) that player is invulnerable after spawning.&lt;br /&gt;
|(Default = 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Affects research speed, less than 1 is slower, greater than 1 is faster.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_complete&#039;&#039;&#039;: &lt;br /&gt;
|Set to 1 to have all research tree items unlocked.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_nf&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_be&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_percentage&#039;&#039;&#039;: &lt;br /&gt;
|Percentage of players on a team that must vote yes to kick the commander.&lt;br /&gt;
|(Default = 0.6)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_time&#039;&#039;&#039;: &lt;br /&gt;
|Time commander kick vote lasts (In seconds).&lt;br /&gt;
|(Default = 120)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Time before a kicked commander can re-enter the command vehicle (In seconds).&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_nf&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Northern Faction commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_be&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Brenodi Empire commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_stalemate_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_suddendeath_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of players on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of vehicles on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_player&#039;&#039;&#039;: &lt;br /&gt;
|How far the player can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_building&#039;&#039;&#039;: &lt;br /&gt;
|How far buildings can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_vehicle&#039;&#039;&#039;: &lt;br /&gt;
|How far vehicles can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_commander&#039;&#039;&#039;: &lt;br /&gt;
|How far the commander can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|If emp_sv_netvisdist_ratefacingonly is enabled, this is the distance in units from the player that the entity must be before it is no longer sent to players.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|If larger than 0, enables emp_sv_netvisdist_ratefacingonly checks.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|Whether to only send entity updates if the player is facing the entity. Depends on emp_sv_netvisdist_ratefacingmul.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemin&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_visiblity_interval&#039;&#039;&#039;: &lt;br /&gt;
|Controls how often spotted targets are updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_debug_instant_build&#039;&#039;&#039;: &lt;br /&gt;
||All buildings will be built nearly instantly. The engineer kit will be instantly refilled as well.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_squadpoints&#039;&#039;&#039;: &lt;br /&gt;
||Increase squadpoints by 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_rank&#039;&#039;&#039;: &lt;br /&gt;
||Increase rank by 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|The client&#039;s movement is used on the server, instead of synchronizing the client with the server. Disabled.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|Vehicle driver data is not sent to clients. Does not function correctly.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement_2&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_flag_update&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8505</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8505"/>
		<updated>2016-11-21T13:07:29Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Resources */ correct off by one error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Server Cvars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a complete list of all the server variables used by Empires.&lt;br /&gt;
&lt;br /&gt;
== Cvars ==&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_vehicles&#039;&#039;&#039;: &lt;br /&gt;
|Number of vehicles each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_selfdestruct_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until an empty vehicle starts to self-destruct.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_fadeout_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until a destroyed vehicle model is removed.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_buildings&#039;&#039;&#039;:&lt;br /&gt;
|Number of buildings (not counting walls or turrets) each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_turret_search_interval&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) each turret must wait before searching for a new target.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_turrets&#039;&#039;&#039;:&lt;br /&gt;
|Number of turrets that a team can place. (does not include engineer-placed turrets)&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_walls&#039;&#039;&#039;:&lt;br /&gt;
|Number of walls a team can place. (does not include engineer-placed walls)&lt;br /&gt;
|(Default = 24)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the axis aligned bounding box for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the VPhysics mesh for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|Disables physics for buildings.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds between refinery resource generation.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Refinery output is multiplied by this (both teams).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_refinery_multiplier&#039;&#039;&#039;:&lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_nf&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_be&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_basevalue&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
|Minimum value for diminishing returns. See emp_sv_refinery_diminishing_returns_valueperrefinery.&lt;br /&gt;
|(Default = 0.25)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_valueperrefinery&#039;&#039;&#039;:&lt;br /&gt;
|Amount to decrease the output of a refinery by. Computed as 1 - ( valueperrefinery * N ) where N is the Nth - 1 refinery owned by the team. If this is smaller then the basevalue, basevalue is used for the refinery.&lt;br /&gt;
|(Default = 0.0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Interval between commander data updates. When the interval has passed, the location of all players and buildings is sent to the commander.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_give_resources&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources that is added to the resource total for the specified team.&lt;br /&gt;
For example: &#039;&#039;&#039;emp_give_resources be 1000&#039;&#039;&#039; will add 1000 res to Brenodi&#039;s resources while &#039;&#039;&#039;emp_give_resources nf 1000&#039;&#039;&#039; will do the same for Northern Faction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_item&#039;&#039;&#039;: &lt;br /&gt;
|Researches the specified research for both teams. Takes the name of the research as a argument.&lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_research_item Nuclear Warhead&#039;&#039;&#039; will research Nukes for both teams.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_unresearch_item&#039;&#039;&#039;: &lt;br /&gt;
|Removes the specified research for both Teams. Takes the name of the research as a argument. Equipped Weapons in Tanks will get unavailable after they are unresearched. &lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_unresearch_item Nuclear Warhead&#039;&#039;&#039; will unresearch  Nukes for both teams.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_wait_phase_time&#039;&#039;&#039;:&lt;br /&gt;
|Number of seconds until wait phase ends.&lt;br /&gt;
|(Default = 60)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_respawn_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds to make players wait to respawn.&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_spawn_protection&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) that player is invulnerable after spawning.&lt;br /&gt;
|(Default = 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Affects research speed, less than 1 is slower, greater than 1 is faster.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_complete&#039;&#039;&#039;: &lt;br /&gt;
|Set to 1 to have all research tree items unlocked.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_nf&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_be&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_percentage&#039;&#039;&#039;: &lt;br /&gt;
|Percentage of players on a team that must vote yes to kick the commander.&lt;br /&gt;
|(Default = 0.6)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_time&#039;&#039;&#039;: &lt;br /&gt;
|Time commander kick vote lasts (In seconds).&lt;br /&gt;
|(Default = 120)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Time before a kicked commander can re-enter the command vehicle (In seconds).&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_nf&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Northern Faction commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_be&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Brenodi Empire commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_stalemate_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_suddendeath_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of players on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of vehicles on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_player&#039;&#039;&#039;: &lt;br /&gt;
|How far the player can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_building&#039;&#039;&#039;: &lt;br /&gt;
|How far buildings can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_vehicle&#039;&#039;&#039;: &lt;br /&gt;
|How far vehicles can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_commander&#039;&#039;&#039;: &lt;br /&gt;
|How far the commander can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|If emp_sv_netvisdist_ratefacingonly is enabled, this is the distance in units from the player that the entity must be before it is no longer sent to players.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|If larger than 0, enables emp_sv_netvisdist_ratefacingonly checks.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|Whether to only send entity updates if the player is facing the entity. Depends on emp_sv_netvisdist_ratefacingmul.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemin&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_visiblity_interval&#039;&#039;&#039;: &lt;br /&gt;
|Controls how often spotted targets are updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_debug_instant_build&#039;&#039;&#039;: &lt;br /&gt;
||All buildings will be built nearly instantly. The engineer kit will be instantly refilled as well.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_squadpoints&#039;&#039;&#039;: &lt;br /&gt;
||Increase squadpoints by 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_rank&#039;&#039;&#039;: &lt;br /&gt;
||Increase rank by 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|The client&#039;s movement is used on the server, instead of synchronizing the client with the server. Disabled.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|Vehicle driver data is not sent to clients. Does not function correctly.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement_2&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_flag_update&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8504</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8504"/>
		<updated>2016-11-21T13:06:41Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Resources */ Correct cvar name, clarify purpose of diminishing returns cvars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Server Cvars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a complete list of all the server variables used by Empires.&lt;br /&gt;
&lt;br /&gt;
== Cvars ==&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_vehicles&#039;&#039;&#039;: &lt;br /&gt;
|Number of vehicles each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_selfdestruct_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until an empty vehicle starts to self-destruct.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_fadeout_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until a destroyed vehicle model is removed.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_buildings&#039;&#039;&#039;:&lt;br /&gt;
|Number of buildings (not counting walls or turrets) each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_turret_search_interval&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) each turret must wait before searching for a new target.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_turrets&#039;&#039;&#039;:&lt;br /&gt;
|Number of turrets that a team can place. (does not include engineer-placed turrets)&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_walls&#039;&#039;&#039;:&lt;br /&gt;
|Number of walls a team can place. (does not include engineer-placed walls)&lt;br /&gt;
|(Default = 24)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the axis aligned bounding box for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the VPhysics mesh for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|Disables physics for buildings.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds between refinery resource generation.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Refinery output is multiplied by this (both teams).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_refinery_multiplier&#039;&#039;&#039;:&lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_nf&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_be&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_basevalue&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
|Minimum value for diminishing returns. See emp_sv_refinery_diminishing_returns_valueperrefinery.&lt;br /&gt;
|(Default = 0.25)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_valueperrefinery&#039;&#039;&#039;:&lt;br /&gt;
|Amount to decrease the output of a refinery by. Computed as 1 - ( valueperrefinery * N ) where N is the Nth refinery owned by the team. If this is smaller then the basevalue, basevalue is used for the refinery.&lt;br /&gt;
|(Default = 0.0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Interval between commander data updates. When the interval has passed, the location of all players and buildings is sent to the commander.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_give_resources&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources that is added to the resource total for the specified team.&lt;br /&gt;
For example: &#039;&#039;&#039;emp_give_resources be 1000&#039;&#039;&#039; will add 1000 res to Brenodi&#039;s resources while &#039;&#039;&#039;emp_give_resources nf 1000&#039;&#039;&#039; will do the same for Northern Faction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_item&#039;&#039;&#039;: &lt;br /&gt;
|Researches the specified research for both teams. Takes the name of the research as a argument.&lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_research_item Nuclear Warhead&#039;&#039;&#039; will research Nukes for both teams.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_unresearch_item&#039;&#039;&#039;: &lt;br /&gt;
|Removes the specified research for both Teams. Takes the name of the research as a argument. Equipped Weapons in Tanks will get unavailable after they are unresearched. &lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_unresearch_item Nuclear Warhead&#039;&#039;&#039; will unresearch  Nukes for both teams.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_wait_phase_time&#039;&#039;&#039;:&lt;br /&gt;
|Number of seconds until wait phase ends.&lt;br /&gt;
|(Default = 60)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_respawn_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds to make players wait to respawn.&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_spawn_protection&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) that player is invulnerable after spawning.&lt;br /&gt;
|(Default = 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Affects research speed, less than 1 is slower, greater than 1 is faster.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_complete&#039;&#039;&#039;: &lt;br /&gt;
|Set to 1 to have all research tree items unlocked.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_nf&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_be&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_percentage&#039;&#039;&#039;: &lt;br /&gt;
|Percentage of players on a team that must vote yes to kick the commander.&lt;br /&gt;
|(Default = 0.6)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_time&#039;&#039;&#039;: &lt;br /&gt;
|Time commander kick vote lasts (In seconds).&lt;br /&gt;
|(Default = 120)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Time before a kicked commander can re-enter the command vehicle (In seconds).&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_nf&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Northern Faction commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_be&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Brenodi Empire commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_stalemate_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_suddendeath_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of players on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of vehicles on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_player&#039;&#039;&#039;: &lt;br /&gt;
|How far the player can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_building&#039;&#039;&#039;: &lt;br /&gt;
|How far buildings can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_vehicle&#039;&#039;&#039;: &lt;br /&gt;
|How far vehicles can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_commander&#039;&#039;&#039;: &lt;br /&gt;
|How far the commander can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|If emp_sv_netvisdist_ratefacingonly is enabled, this is the distance in units from the player that the entity must be before it is no longer sent to players.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|If larger than 0, enables emp_sv_netvisdist_ratefacingonly checks.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|Whether to only send entity updates if the player is facing the entity. Depends on emp_sv_netvisdist_ratefacingmul.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemin&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_visiblity_interval&#039;&#039;&#039;: &lt;br /&gt;
|Controls how often spotted targets are updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_debug_instant_build&#039;&#039;&#039;: &lt;br /&gt;
||All buildings will be built nearly instantly. The engineer kit will be instantly refilled as well.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_squadpoints&#039;&#039;&#039;: &lt;br /&gt;
||Increase squadpoints by 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_rank&#039;&#039;&#039;: &lt;br /&gt;
||Increase rank by 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|The client&#039;s movement is used on the server, instead of synchronizing the client with the server. Disabled.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|Vehicle driver data is not sent to clients. Does not function correctly.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement_2&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_flag_update&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8503</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8503"/>
		<updated>2016-11-21T12:57:19Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: Merge clear &amp;amp; unclear cvars into one list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Server Cvars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a complete list of all the server variables used by Empires.&lt;br /&gt;
&lt;br /&gt;
== Cvars ==&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_vehicles&#039;&#039;&#039;: &lt;br /&gt;
|Number of vehicles each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_selfdestruct_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until an empty vehicle starts to self-destruct.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_fadeout_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until a destroyed vehicle model is removed.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_buildings&#039;&#039;&#039;:&lt;br /&gt;
|Number of buildings (not counting walls or turrets) each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_turret_search_interval&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) each turret must wait before searching for a new target.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_turrets&#039;&#039;&#039;:&lt;br /&gt;
|Number of turrets that a team can place. (does not include engineer-placed turrets)&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_walls&#039;&#039;&#039;:&lt;br /&gt;
|Number of walls a team can place. (does not include engineer-placed walls)&lt;br /&gt;
|(Default = 24)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the axis aligned bounding box for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the VPhysics mesh for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|Disables physics for buildings.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds between refinery resource generation.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Refinery output is multiplied by this (both teams).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_refinery_multiplier&#039;&#039;&#039;:&lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_nf&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_be&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_diminishing_returns_basevalue&#039;&#039;&#039;:&lt;br /&gt;
|Unknown currently. Related to diminishing returns in refineries.&lt;br /&gt;
|(Default = ?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_valueperrefinery&#039;&#039;&#039;:&lt;br /&gt;
|Unknown currently. Related to diminishing returns in refineries.&lt;br /&gt;
|(Default = ?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Interval between commander data updates. When the interval has passed, the location of all players and buildings is sent to the commander.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_give_resources&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources that is added to the resource total for the specified team.&lt;br /&gt;
For example: &#039;&#039;&#039;emp_give_resources be 1000&#039;&#039;&#039; will add 1000 res to Brenodi&#039;s resources while &#039;&#039;&#039;emp_give_resources nf 1000&#039;&#039;&#039; will do the same for Northern Faction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_item&#039;&#039;&#039;: &lt;br /&gt;
|Researches the specified research for both teams. Takes the name of the research as a argument.&lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_research_item Nuclear Warhead&#039;&#039;&#039; will research Nukes for both teams.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_unresearch_item&#039;&#039;&#039;: &lt;br /&gt;
|Removes the specified research for both Teams. Takes the name of the research as a argument. Equipped Weapons in Tanks will get unavailable after they are unresearched. &lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_unresearch_item Nuclear Warhead&#039;&#039;&#039; will unresearch  Nukes for both teams.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_wait_phase_time&#039;&#039;&#039;:&lt;br /&gt;
|Number of seconds until wait phase ends.&lt;br /&gt;
|(Default = 60)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_respawn_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds to make players wait to respawn.&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_spawn_protection&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) that player is invulnerable after spawning.&lt;br /&gt;
|(Default = 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Affects research speed, less than 1 is slower, greater than 1 is faster.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_complete&#039;&#039;&#039;: &lt;br /&gt;
|Set to 1 to have all research tree items unlocked.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_nf&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_be&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_percentage&#039;&#039;&#039;: &lt;br /&gt;
|Percentage of players on a team that must vote yes to kick the commander.&lt;br /&gt;
|(Default = 0.6)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_time&#039;&#039;&#039;: &lt;br /&gt;
|Time commander kick vote lasts (In seconds).&lt;br /&gt;
|(Default = 120)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Time before a kicked commander can re-enter the command vehicle (In seconds).&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_nf&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Northern Faction commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_be&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Brenodi Empire commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_stalemate_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_suddendeath_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of players on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of vehicles on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_player&#039;&#039;&#039;: &lt;br /&gt;
|How far the player can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_building&#039;&#039;&#039;: &lt;br /&gt;
|How far buildings can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_vehicle&#039;&#039;&#039;: &lt;br /&gt;
|How far vehicles can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_commander&#039;&#039;&#039;: &lt;br /&gt;
|How far the commander can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|If emp_sv_netvisdist_ratefacingonly is enabled, this is the distance in units from the player that the entity must be before it is no longer sent to players.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|If larger than 0, enables emp_sv_netvisdist_ratefacingonly checks.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|Whether to only send entity updates if the player is facing the entity. Depends on emp_sv_netvisdist_ratefacingmul.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemin&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_visiblity_interval&#039;&#039;&#039;: &lt;br /&gt;
|Controls how often spotted targets are updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_debug_instant_build&#039;&#039;&#039;: &lt;br /&gt;
||All buildings will be built nearly instantly. The engineer kit will be instantly refilled as well.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_squadpoints&#039;&#039;&#039;: &lt;br /&gt;
||Increase squadpoints by 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_rank&#039;&#039;&#039;: &lt;br /&gt;
||Increase rank by 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|The client&#039;s movement is used on the server, instead of synchronizing the client with the server. Disabled.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|Vehicle driver data is not sent to clients. Does not function correctly.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement_2&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_flag_update&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8502</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8502"/>
		<updated>2016-11-21T12:53:03Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Unclear Cvars */ remove non-existent cvars, correct changed cvar names, clarify purpose of cvars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Server Cvars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a complete list of all the server variables used by Empires.&lt;br /&gt;
&lt;br /&gt;
== Clear Cvars ==&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_vehicles&#039;&#039;&#039;: &lt;br /&gt;
|Number of vehicles each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_selfdestruct_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until an empty vehicle starts to self-destruct.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_buildings&#039;&#039;&#039;:&lt;br /&gt;
|Number of buildings (not counting walls or turrets) each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_turret_search_interval&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) each turret must wait before searching for a new target.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_turrets&#039;&#039;&#039;:&lt;br /&gt;
|Number of turrets that a team can place. (does not include engineer-placed turrets)&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_walls&#039;&#039;&#039;:&lt;br /&gt;
|Number of walls a team can place. (does not include engineer-placed walls)&lt;br /&gt;
|(Default = 24)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds between refinery resource generation.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Refinery output is multiplied by this (both teams).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_refinery_multiplier&#039;&#039;&#039;:&lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_nf&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_be&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_diminishing_returns_basevalue&#039;&#039;&#039;:&lt;br /&gt;
|Unknown currently. Related to diminishing returns in refineries.&lt;br /&gt;
|(Default = ?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_valueperrefinery&#039;&#039;&#039;:&lt;br /&gt;
|Unknown currently. Related to diminishing returns in refineries.&lt;br /&gt;
|(Default = ?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_item&#039;&#039;&#039;: &lt;br /&gt;
|Researches the specified research for both teams. Takes the name of the research as a argument.&lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_research_item Nuclear Warhead&#039;&#039;&#039; will research Nukes for both teams.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_unresearch_item&#039;&#039;&#039;: &lt;br /&gt;
|Removes the specified research for both Teams. Takes the name of the research as a argument. Equipped Weapons in Tanks will get unavailable after they are unresearched. &lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_unresearch_item Nuclear Warhead&#039;&#039;&#039; will unresearch  Nukes for both teams.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_wait_phase_time&#039;&#039;&#039;:&lt;br /&gt;
|Number of seconds until wait phase ends.&lt;br /&gt;
|(Default = 60)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_respawn_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds to make players wait to respawn.&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_spawn_protection&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) that player is invulnerable after spawning.&lt;br /&gt;
|(Default = 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Affects research speed, less than 1 is slower, greater than 1 is faster.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_complete&#039;&#039;&#039;: &lt;br /&gt;
|Set to 1 to have all research tree items unlocked.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_nf&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_be&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_percentage&#039;&#039;&#039;: &lt;br /&gt;
|Percentage of players on a team that must vote yes to kick the commander.&lt;br /&gt;
|(Default = 0.6)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_time&#039;&#039;&#039;: &lt;br /&gt;
|Time commander kick vote lasts (In seconds).&lt;br /&gt;
|(Default = 120)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Time before a kicked commander can re-enter the command vehicle (In seconds).&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_nf&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Northern Faction commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_be&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Brenodi Empire commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_stalemate_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_suddendeath_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of players on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of vehicles on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unclear Cvars ==&lt;br /&gt;
Their actual function is more of an educated guess than a fact.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_player&#039;&#039;&#039;: &lt;br /&gt;
|How far the player can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_building&#039;&#039;&#039;: &lt;br /&gt;
|How far buildings can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_vehicle&#039;&#039;&#039;: &lt;br /&gt;
|How far vehicles can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_commander&#039;&#039;&#039;: &lt;br /&gt;
|How far the commander can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|If emp_sv_netvisdist_ratefacingonly is enabled, this is the distance in units from the player that the entity must be before it is no longer sent to players.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|If larger than 0, enables emp_sv_netvisdist_ratefacingonly checks.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|Whether to only send entity updates if the player is facing the entity. Depends on emp_sv_netvisdist_ratefacingmul.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemin&#039;&#039;&#039;:&lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_visiblity_interval&#039;&#039;&#039;: &lt;br /&gt;
|Controls how often spotted targets are updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_fadeout_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until a destroyed vehicle model is removed.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the axis aligned bounding box for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|Makes buildings use the VPhysics mesh for physics.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|Disables physics for buildings.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Interval between commander data updates. When the interval has passed, the location of all players and buildings is sent to the commander.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_give_resources&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources that is added to the resource total for the specified team.&lt;br /&gt;
|}&lt;br /&gt;
For example: &#039;&#039;&#039;emp_give_resources be 1000&#039;&#039;&#039; will add 1000 res to Brenodi&#039;s resources while &#039;&#039;&#039;emp_give_resources nf 1000&#039;&#039;&#039; will do the same for Northern Faction.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_debug_instant_build&#039;&#039;&#039;: &lt;br /&gt;
||All buildings will be built nearly instantly. The engineer kit will be instantly refilled as well.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_squadpoints&#039;&#039;&#039;: &lt;br /&gt;
||Increase squadpoints by 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_rank&#039;&#039;&#039;: &lt;br /&gt;
||Increase rank by 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|The client&#039;s movement is used on the server, instead of synchronizing the client with the server. Disabled.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|Vehicle driver data is not sent to clients. Does not function correctly.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement_2&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_flag_update&#039;&#039;&#039;: &lt;br /&gt;
|Not used.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=3883</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=3883"/>
		<updated>2007-06-17T22:29:30Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 - The MiniMap Image ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Formatting the Image===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. You should have two pairs of numbers, and none should be smaller than 0 or larger than your image width/height. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Conversion to VTF ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Place the .VTF file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Creating the VMT file ===&lt;br /&gt;
&lt;br /&gt;
Open a plain .txt file with a text editor such as Notepad. Copy this text into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UnlitGeneric&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;$baseTexture&amp;quot; &amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
	&amp;quot;$vertexcolor&amp;quot; 1&lt;br /&gt;
	&amp;quot;$vertexalpha&amp;quot; 1&lt;br /&gt;
	&amp;quot;$no_fullbright&amp;quot; 1&lt;br /&gt;
	&amp;quot;$ignorez&amp;quot; 1&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;%keywords&amp;quot; &amp;quot;empires&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edit &amp;lt;your map name&amp;gt; and save as a .vmt file in &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. Make sure that you have &#039;&#039;&#039;not&#039;&#039;&#039; saved it as &amp;lt;your map name&amp;gt;.vmt.txt or it will not work. &lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created. But before we can see how it looks, we need to make a script that tells the game all about your map and its files.&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
=== Step 1 - The Basic Script .TXT file ===&lt;br /&gt;
&amp;quot;How do i set up the script?&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
Open your text editor and &#039;&#039;&#039;turn Word Wrap off&#039;&#039;&#039;. Then, copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid&lt;br /&gt;
        //line is drawn around each sector on the minimap to visually segregate them &lt;br /&gt;
	&lt;br /&gt;
        &amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which correspond to&lt;br /&gt;
        //the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now look at the lines beginning with two forward slashes like this // . Make sure that they have only one line of text. They must not start a new line of comment text without a double slash. If your map crashes when you load it, it is probably because this script has the wrong format. Look at the picture below to see what I mean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; [[Image:Comment.JPG|thumb|Correct Comment Format]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Editing for Your Map ===&lt;br /&gt;
&lt;br /&gt;
Now we will edit the script for your map.&lt;br /&gt;
&lt;br /&gt;
First off, edit &amp;lt;your map name&amp;gt; on the top line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Minimap Location ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spawning. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir for your maps VTF file.&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the game where to look for the minimap you have just created.  Change &amp;lt;your map name&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Minimap Calibration ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the first part of the minimap calibration information&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which corresponds to top left corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which corresponds to the bottom right corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember those two pairs of numbers I asked you to write down in the first section ? Insert them into the obvious locations here. (by the way if you don&#039;t know, the first number of each pair is the x value and the second is y).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the second part of the minimap calibration&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insert your map coordinates here.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know how to do this, read carefully. Look at your map in the top view of Hammer. You know, the plan view, usually in the top right with (x/y) in the corner. Now zoom into that view so you can see the absolute top left corner (but stay inside the skybox) of your map very clearly. Now move your mouse cursor over that point, as precisely as you can or noone will be able to hit anything with artillery feedback and your buildings/units will be displayed incorrectly. Now look at the bottom status bar without moving your mouse, see that little pair of coordinates twinkling up at you ? Wipe away the sense of Deja vu from your mind and insert the numbers into your script. First number of the pair goes into the x value etc. Repeat for the bottom right position and you have calibrated your minimap.  &lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Grid Overlay and Zoom Levels ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//The grid overlay sizing information&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the grid overlay onto the Minimap. This allows you to control the sizing of your grid overlay. For example, a large map will require large grid squares and large values. A smaller map will require smaller grid squares and smaller values. &lt;br /&gt;
&lt;br /&gt;
You can also tweak these numbers to make sure your grid overlay does not end halfway through a sector on the minimap. In other words it lets you stop the computer drawing 5.5 grid squares instead of 6 or 5. You will understand this when you see your minimap for the first time I am sure. If you don&#039;t understand this then leave those numbers alone for now. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//Zoom Level Options&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Self explanatory really, again if you don&#039;t understand these numbers, leave them alone and you will soon. &lt;br /&gt;
&lt;br /&gt;
=== Step 6 - Map and Objective Descriptions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Description of the two sides (factions), as well as the map objectives.  if you have objectives other than the default ones, you can change these, otherwise its not necessary. &lt;br /&gt;
&lt;br /&gt;
If you do want to edit them, just make sure that you do everything inside the quotation marks and it will not affect the operation of the script.&lt;br /&gt;
&lt;br /&gt;
=== Step 7 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Save this file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory as &amp;lt;your map name&amp;gt;.txt&lt;br /&gt;
&lt;br /&gt;
Load up the map, and if you have followed this guide to the letter, your minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]] and [[User:MichaelWalker|Jimather]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2335</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2335"/>
		<updated>2006-04-28T17:14:56Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 1: Build a large room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}} &lt;br /&gt;
[[image:Mapping.JPG|thumb|right|An example of an Empires map in Hammer.]]&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room. Your map will need to be &#039;&#039;&#039;at least&#039;&#039;&#039; 10000 units square and that will be a small map.&lt;br /&gt;
If you want to have a sky instead of a solid roof, then use the Tools/SkyBox texture on those walls that will be the boundary to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] (Required)&lt;br /&gt;
* [[Emp_info_map_overview]] (Required)&lt;br /&gt;
* [[Emp_building_imp_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_Imp]]&lt;br /&gt;
* [[Emp_building_nf_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_NF]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vehicle (Optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vehicle (Optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting Up Map Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and copy a pair of any two .vtf and .vmt files (must be the from the same map). Rename them to emp_&amp;lt;yourmapname&amp;gt;.&amp;lt;vtf/vmt&amp;gt;. These will serve as placeholders for your map&#039;s overhead view until later. Untill you have created your own minimap picture and .VTF file, your map will use the minimap from the map files you just copied.&lt;br /&gt;
&lt;br /&gt;
This is no problem for testing things out so do not worry about your minimap untill the map is nearly ready to go.&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting Up Map Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Deciding Gameplay ===&lt;br /&gt;
Empires suports a few quite interesting gameplay types, with more to be added later.&lt;br /&gt;
==== Classic ====&lt;br /&gt;
The standard (Classic) [[Gameplay_Types|gameplay type]] involves capturing [[Resource Node|resource nodes]] and building bases. It is used on maps such as [[Map:emp_duststorm|emp_duststorm]] and [[Map:emp_crossroads|emp_crossroads]]. The objective is for the players to destroy the opposing faction&#039;s [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
For it to work you need a [[barracks]] ([[emp_building_imp_barracks]], [[emp_building_nf_barracks]]) for each team, a [[Command Vehicle]] per faction ([[emp_imp_commander]], [[emp_nf_commander]]) and also at least two [[Resource Node|resource nodes]] ([[emp_resource_point]], preferably marked by an [[emp_resource_point_prop]] so that one can actually see the point) to be able to play properly.&lt;br /&gt;
&lt;br /&gt;
None of the above entities are absolutely required, the game will work as long as there is a way for people from both teams to spawn.&lt;br /&gt;
&lt;br /&gt;
==== Conquest ====&lt;br /&gt;
The second one is as seen in Battlefield and other games, involving capturing and holding flags. While it is possible to have a [[Commander]] and a [[Command Vehicle|Command Vehicle]], it is not required. This gameplay is slightly featured on [[Map:emp_escort|emp_escort]], on which it has been converted into a push type of gameplay by not having the flags to be recapturable by the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
To be able to spawn at a flag, you need to place spawn points. These are called [[emp_info_player_Imp]] for the [[Brenodi Empire|Imperials]] and [[emp_info_player_NF]] for the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
== Step 6: Compile/Run ==&lt;br /&gt;
Hit F9 and run with the default options if you don&#039;t mind waiting several hours for the map to compile. &lt;br /&gt;
&lt;br /&gt;
If you just want to quickly check something, you can compile without making lighting calculations, this saves an awful lot of time over the development of a map.  Make sure your compile options are Normal, (not advanced mode),  then under Run Vis and Run Rad, check the no box. &lt;br /&gt;
&lt;br /&gt;
This is not to be used when you are checking water as that needs the lighting calculations in order to appear in game. This is also obviously not to be used for final compiles or your lighting will look pretty pants! &lt;br /&gt;
&lt;br /&gt;
Check your developer console by pressing tilde in-game and look for obvious problems.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Gameplay_Types|Gameplay Types]], [[Entity Index]], [[Setting Up Map Resources]], [http://developer.valvesoftware.com/wiki/Category:Level_Design Advanced Tutorials from the Valve Wiki]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2334</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2334"/>
		<updated>2006-04-28T17:14:37Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 1: Build a large room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}} &lt;br /&gt;
[[image:Mapping.JPG|thumb|right|An example of an Empires map in Hammer.]]&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room. Your map will need to be &#039;&#039;&#039;at least&#039;&#039;&#039; 10000 units square and that will be a small map.&lt;br /&gt;
If you want to have a sky instead of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundary to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] (Required)&lt;br /&gt;
* [[Emp_info_map_overview]] (Required)&lt;br /&gt;
* [[Emp_building_imp_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_Imp]]&lt;br /&gt;
* [[Emp_building_nf_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_NF]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vehicle (Optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vehicle (Optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting Up Map Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and copy a pair of any two .vtf and .vmt files (must be the from the same map). Rename them to emp_&amp;lt;yourmapname&amp;gt;.&amp;lt;vtf/vmt&amp;gt;. These will serve as placeholders for your map&#039;s overhead view until later. Untill you have created your own minimap picture and .VTF file, your map will use the minimap from the map files you just copied.&lt;br /&gt;
&lt;br /&gt;
This is no problem for testing things out so do not worry about your minimap untill the map is nearly ready to go.&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting Up Map Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Deciding Gameplay ===&lt;br /&gt;
Empires suports a few quite interesting gameplay types, with more to be added later.&lt;br /&gt;
==== Classic ====&lt;br /&gt;
The standard (Classic) [[Gameplay_Types|gameplay type]] involves capturing [[Resource Node|resource nodes]] and building bases. It is used on maps such as [[Map:emp_duststorm|emp_duststorm]] and [[Map:emp_crossroads|emp_crossroads]]. The objective is for the players to destroy the opposing faction&#039;s [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
For it to work you need a [[barracks]] ([[emp_building_imp_barracks]], [[emp_building_nf_barracks]]) for each team, a [[Command Vehicle]] per faction ([[emp_imp_commander]], [[emp_nf_commander]]) and also at least two [[Resource Node|resource nodes]] ([[emp_resource_point]], preferably marked by an [[emp_resource_point_prop]] so that one can actually see the point) to be able to play properly.&lt;br /&gt;
&lt;br /&gt;
None of the above entities are absolutely required, the game will work as long as there is a way for people from both teams to spawn.&lt;br /&gt;
&lt;br /&gt;
==== Conquest ====&lt;br /&gt;
The second one is as seen in Battlefield and other games, involving capturing and holding flags. While it is possible to have a [[Commander]] and a [[Command Vehicle|Command Vehicle]], it is not required. This gameplay is slightly featured on [[Map:emp_escort|emp_escort]], on which it has been converted into a push type of gameplay by not having the flags to be recapturable by the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
To be able to spawn at a flag, you need to place spawn points. These are called [[emp_info_player_Imp]] for the [[Brenodi Empire|Imperials]] and [[emp_info_player_NF]] for the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
== Step 6: Compile/Run ==&lt;br /&gt;
Hit F9 and run with the default options if you don&#039;t mind waiting several hours for the map to compile. &lt;br /&gt;
&lt;br /&gt;
If you just want to quickly check something, you can compile without making lighting calculations, this saves an awful lot of time over the development of a map.  Make sure your compile options are Normal, (not advanced mode),  then under Run Vis and Run Rad, check the no box. &lt;br /&gt;
&lt;br /&gt;
This is not to be used when you are checking water as that needs the lighting calculations in order to appear in game. This is also obviously not to be used for final compiles or your lighting will look pretty pants! &lt;br /&gt;
&lt;br /&gt;
Check your developer console by pressing tilde in-game and look for obvious problems.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Gameplay_Types|Gameplay Types]], [[Entity Index]], [[Setting Up Map Resources]], [http://developer.valvesoftware.com/wiki/Category:Level_Design Advanced Tutorials from the Valve Wiki]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_resource_point&amp;diff=2214</id>
		<title>Emp resource point</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_resource_point&amp;diff=2214"/>
		<updated>2006-04-23T22:12:23Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Entity_Index|Entity Index]] &amp;gt; Emp_resource_point}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Entity used to set the position of resource nodes in a level. Use in conjunction with [[emp_resource_point_prop]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
*; Name : The name that other entities refer to this entity by.&lt;br /&gt;
*; Pitch Yaw Roll (Y Z X): This entity&#039;s orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.&lt;br /&gt;
*; Enabled : If enabled, a refinery may be built on it.  If not enabled, then an entity within the map must enable it before a refinery can be built on it.&lt;br /&gt;
*; Total Resources : The total number of resources that this resource point will give out.  &#039;-1&#039; is infinite.  A positive number is finite.&lt;br /&gt;
*;  Resources : The amount of resources that will be extracted per second.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* This must be placed above the ground or the brush it is touching will prevent the refinery from being placed.&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_resource_point&amp;diff=2213</id>
		<title>Emp resource point</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_resource_point&amp;diff=2213"/>
		<updated>2006-04-23T22:11:35Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Entity_Index|Entity Index]] &amp;gt; Emp_resource_point}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Entity used to set the position of resource nodes in a level. Use in conjunction with [[emp_resource_point_prop]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
*; Name : The name that other entities refer to this entity by.&lt;br /&gt;
*; Pitch Yaw Roll (Y Z X): This entity&#039;s orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.&lt;br /&gt;
*; Enabled : If enabled, a refinery may be built on it.  If not enabled, then an entity within the map must enable it before a refinery can be built on it.&lt;br /&gt;
*; Total Resources : The total number of resources that this resource point will give out.  &#039;-1&#039; is infinite.  A positive number is finite.&lt;br /&gt;
*;  Resources : The amount of resources that will be extracted per second.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* These must be placed above the ground or the brush it is touching will prevent the refinery from being placed.&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_badlands&amp;diff=2212</id>
		<title>Map:emp badlands</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_badlands&amp;diff=2212"/>
		<updated>2006-04-23T22:05:18Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Downloads Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_badland}}&lt;br /&gt;
&lt;br /&gt;
== Download Links ==&lt;br /&gt;
* [http://rapidshare.de/files/18122346/emp_badland_ver1.zip.html rapidshare.de]&lt;br /&gt;
* [http://www.savefile.com/files/5539411 savefile.com]&lt;br /&gt;
&lt;br /&gt;
== Installation Instructions ==&lt;br /&gt;
Extract into your &#039;&#039;&#039;SteamApps\SourceMods\Empires&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[http://img84.imageshack.us/img84/1858/badlandmedia211pg.jpg http://img84.imageshack.us/img84/1858/badlandmedia211pg.th.jpg]&lt;br /&gt;
[http://img84.imageshack.us/img84/6893/badlandmedia220nf.jpg http://img84.imageshack.us/img84/6893/badlandmedia220nf.th.jpg]&lt;br /&gt;
[http://img84.imageshack.us/img84/6674/badlandmedia232sz.jpg http://img84.imageshack.us/img84/6674/badlandmedia232sz.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img84.imageshack.us/img84/5809/badlandmedia241ls.jpg http://img84.imageshack.us/img84/5809/badlandmedia241ls.th.jpg]&lt;br /&gt;
[http://img56.imageshack.us/img56/5930/badlandmedia264iv.jpg http://img56.imageshack.us/img56/5930/badlandmedia264iv.th.jpg]&lt;br /&gt;
[http://img56.imageshack.us/img56/1378/badlandmedia259un.jpg http://img56.imageshack.us/img56/1378/badlandmedia259un.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img56.imageshack.us/img56/2986/empbadlandminimap26hd.jpg http://img56.imageshack.us/img56/2986/empbadlandminimap26hd.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_badland]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_badlands&amp;diff=2211</id>
		<title>Map:emp badlands</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_badlands&amp;diff=2211"/>
		<updated>2006-04-23T22:05:07Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Installation Instructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_badland}}&lt;br /&gt;
&lt;br /&gt;
== Downloads Links ==&lt;br /&gt;
* [http://rapidshare.de/files/18122346/emp_badland_ver1.zip.html rapidshare.de]&lt;br /&gt;
* [http://www.savefile.com/files/5539411 savefile.com]&lt;br /&gt;
&lt;br /&gt;
== Installation Instructions ==&lt;br /&gt;
Extract into your &#039;&#039;&#039;SteamApps\SourceMods\Empires&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[http://img84.imageshack.us/img84/1858/badlandmedia211pg.jpg http://img84.imageshack.us/img84/1858/badlandmedia211pg.th.jpg]&lt;br /&gt;
[http://img84.imageshack.us/img84/6893/badlandmedia220nf.jpg http://img84.imageshack.us/img84/6893/badlandmedia220nf.th.jpg]&lt;br /&gt;
[http://img84.imageshack.us/img84/6674/badlandmedia232sz.jpg http://img84.imageshack.us/img84/6674/badlandmedia232sz.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img84.imageshack.us/img84/5809/badlandmedia241ls.jpg http://img84.imageshack.us/img84/5809/badlandmedia241ls.th.jpg]&lt;br /&gt;
[http://img56.imageshack.us/img56/5930/badlandmedia264iv.jpg http://img56.imageshack.us/img56/5930/badlandmedia264iv.th.jpg]&lt;br /&gt;
[http://img56.imageshack.us/img56/1378/badlandmedia259un.jpg http://img56.imageshack.us/img56/1378/badlandmedia259un.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img56.imageshack.us/img56/2986/empbadlandminimap26hd.jpg http://img56.imageshack.us/img56/2986/empbadlandminimap26hd.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_badland]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_badlands&amp;diff=2210</id>
		<title>Map:emp badlands</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_badlands&amp;diff=2210"/>
		<updated>2006-04-23T22:04:46Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Installation Instructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_badland}}&lt;br /&gt;
&lt;br /&gt;
== Downloads Links ==&lt;br /&gt;
* [http://rapidshare.de/files/18122346/emp_badland_ver1.zip.html rapidshare.de]&lt;br /&gt;
* [http://www.savefile.com/files/5539411 savefile.com]&lt;br /&gt;
&lt;br /&gt;
== Installation Instructions ==&lt;br /&gt;
Extract into your SteamApps\SourceMods\Empires folder&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[http://img84.imageshack.us/img84/1858/badlandmedia211pg.jpg http://img84.imageshack.us/img84/1858/badlandmedia211pg.th.jpg]&lt;br /&gt;
[http://img84.imageshack.us/img84/6893/badlandmedia220nf.jpg http://img84.imageshack.us/img84/6893/badlandmedia220nf.th.jpg]&lt;br /&gt;
[http://img84.imageshack.us/img84/6674/badlandmedia232sz.jpg http://img84.imageshack.us/img84/6674/badlandmedia232sz.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img84.imageshack.us/img84/5809/badlandmedia241ls.jpg http://img84.imageshack.us/img84/5809/badlandmedia241ls.th.jpg]&lt;br /&gt;
[http://img56.imageshack.us/img56/5930/badlandmedia264iv.jpg http://img56.imageshack.us/img56/5930/badlandmedia264iv.th.jpg]&lt;br /&gt;
[http://img56.imageshack.us/img56/1378/badlandmedia259un.jpg http://img56.imageshack.us/img56/1378/badlandmedia259un.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img56.imageshack.us/img56/2986/empbadlandminimap26hd.jpg http://img56.imageshack.us/img56/2986/empbadlandminimap26hd.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_badland]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_badlands&amp;diff=2209</id>
		<title>Map:emp badlands</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_badlands&amp;diff=2209"/>
		<updated>2006-04-23T22:04:29Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Screenshots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_badland}}&lt;br /&gt;
&lt;br /&gt;
== Downloads Links ==&lt;br /&gt;
* [http://rapidshare.de/files/18122346/emp_badland_ver1.zip.html rapidshare.de]&lt;br /&gt;
* [http://www.savefile.com/files/5539411 savefile.com]&lt;br /&gt;
&lt;br /&gt;
== Installation Instructions ==&lt;br /&gt;
extract into your SteamApps\SourceMods\Empires folder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[http://img84.imageshack.us/img84/1858/badlandmedia211pg.jpg http://img84.imageshack.us/img84/1858/badlandmedia211pg.th.jpg]&lt;br /&gt;
[http://img84.imageshack.us/img84/6893/badlandmedia220nf.jpg http://img84.imageshack.us/img84/6893/badlandmedia220nf.th.jpg]&lt;br /&gt;
[http://img84.imageshack.us/img84/6674/badlandmedia232sz.jpg http://img84.imageshack.us/img84/6674/badlandmedia232sz.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img84.imageshack.us/img84/5809/badlandmedia241ls.jpg http://img84.imageshack.us/img84/5809/badlandmedia241ls.th.jpg]&lt;br /&gt;
[http://img56.imageshack.us/img56/5930/badlandmedia264iv.jpg http://img56.imageshack.us/img56/5930/badlandmedia264iv.th.jpg]&lt;br /&gt;
[http://img56.imageshack.us/img56/1378/badlandmedia259un.jpg http://img56.imageshack.us/img56/1378/badlandmedia259un.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[http://img56.imageshack.us/img56/2986/empbadlandminimap26hd.jpg http://img56.imageshack.us/img56/2986/empbadlandminimap26hd.th.jpg]&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_badland]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_building_imp_airfactory&amp;diff=2208</id>
		<title>Emp building imp airfactory</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_building_imp_airfactory&amp;diff=2208"/>
		<updated>2006-04-23T21:59:22Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Entity_Index|Entity Index]] &amp;gt; Emp_building_imp_airfactory}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Places a Brenodi [[Aircraft Factory]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
The Airfactory Model is unfinished, and there are no aircraft. &lt;br /&gt;
There is a hole in the airfactory building, this is supposed to be where the tunnel system enters the ground, but that is incomplete as well. &lt;br /&gt;
&lt;br /&gt;
[[Category:Entity|Air Factory]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2207</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2207"/>
		<updated>2006-04-23T21:56:30Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 6 - Map and Objective Descriptions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 - The MiniMap Image ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Formatting the Image===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. You should have two pairs of numbers, and none should be smaller than 0 or larger than your image width/height. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Conversion to VTF ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Place the .VTF file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Creating the VMT file ===&lt;br /&gt;
&lt;br /&gt;
Open a plain .txt file with a text editor such as Notepad. Copy this text into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UnlitGeneric&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;$baseTexture&amp;quot; &amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
	&amp;quot;$vertexcolor&amp;quot; 1&lt;br /&gt;
	&amp;quot;$vertexalpha&amp;quot; 1&lt;br /&gt;
	&amp;quot;$no_fullbright&amp;quot; 1&lt;br /&gt;
	&amp;quot;$ignorez&amp;quot; 1&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;%keywords&amp;quot; &amp;quot;empires&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edit &amp;lt;your map name&amp;gt; and save as a .vmt file in &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. Make sure that you have &#039;&#039;&#039;not&#039;&#039;&#039; saved it as &amp;lt;your map name&amp;gt;.vmt.txt or it will not work. &lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created. But before we can see how it looks, we need to make a script that tells the game all about your map and its files.&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
=== Step 1 - The Basic Script .TXT file ===&lt;br /&gt;
&amp;quot;How do i set up the script?&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
Open your text editor and &#039;&#039;&#039;turn Word Wrap off&#039;&#039;&#039;. Then, copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid&lt;br /&gt;
        //line is drawn around each sector on the minimap to visually segregate them &lt;br /&gt;
	&lt;br /&gt;
        &amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which correspond to&lt;br /&gt;
        //the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now look at the lines beginning with two forward slashes like this // . Make sure that they have only one line of text. They must not start a new line of comment text without a double slash. If your map crashes when you load it, it is probably because this script has the wrong format. Look at the picture below to see what I mean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; [[Image:Comment.JPG|thumb|Correct Comment Format]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Editing for Your Map ===&lt;br /&gt;
&lt;br /&gt;
Now we will edit the script for your map.&lt;br /&gt;
&lt;br /&gt;
First off, edit &amp;lt;your map name&amp;gt; on the top line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Minimap Location ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spawning. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir for your maps VTF file.&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the game where to look for the minimap you have just created.  Change &amp;lt;your map name&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Minimap Calibration ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the first part of the minimap calibration information&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which corresponds to top left corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which corresponds to the bottom right corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember those two pairs of numbers I asked you to write down in the first section ? Insert them into the obvious locations here. (by the way if you don&#039;t know, the first number of each pair is the x value and the second is y).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the second part of the minimap calibration&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insert your map coordinates here.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know how to do this, read carefully. Look at your map in the top view of Hammer. You know, the plan view, usually in the top right with (x/y) in the corner. Now zoom into that view so you can see the absolute top left corner (but stay inside the skybox) of your map very clearly. Now move your mouse cursor over that point, as precisely as you can or noone will be able to hit anything with artillery feedback and your buildings/units will be displayed incorrectly. Now look at the bottom status bar without moving your mouse, see that little pair of coordinates twinkling up at you ? Wipe away the sense of Deja vu from your mind and insert the numbers into your script. First number of the pair goes into the x value etc. Repeat for the bottom right position and you have calibrated your minimap.  &lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Grid Overlay and Zoom Levels ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//The grid overlay sizing information&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the grid overlay onto the Minimap. This allows you to control the sizing of your grid overlay. For example, a large map will require large grid squares and large values. A smaller map will require smaller grid squares and smaller values. &lt;br /&gt;
&lt;br /&gt;
You can also tweak these numbers to make sure your grid overlay does not end halfway through a sector on the minimap. In other words it lets you stop the computer drawing 5.5 grid squares instead of 6 or 5. You will understand this when you see your minimap for the first time I am sure. If you don&#039;t understand this then leave those numbers alone for now. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//Zoom Level Options&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Self explanatory really, again if you don&#039;t understand these numbers, leave them alone and you will soon. &lt;br /&gt;
&lt;br /&gt;
=== Step 6 - Map and Objective Descriptions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Description of the two sides (factions), as well as the map objectives.  if you have objectives other than the default ones, you can change these, otherwise its not necessary. &lt;br /&gt;
&lt;br /&gt;
If you do want to edit them, just make sure that you do everything inside the quotation marks and it will not affect the operation of the script.&lt;br /&gt;
&lt;br /&gt;
=== Step 7 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Save this file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory as &amp;lt;your map name&amp;gt;.txt&lt;br /&gt;
&lt;br /&gt;
Load up the map, and if you have followed this guide to the letter, your minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2206</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2206"/>
		<updated>2006-04-23T21:55:57Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 7 - Save in Directory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 - The MiniMap Image ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Formatting the Image===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. You should have two pairs of numbers, and none should be smaller than 0 or larger than your image width/height. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Conversion to VTF ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Place the .VTF file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Creating the VMT file ===&lt;br /&gt;
&lt;br /&gt;
Open a plain .txt file with a text editor such as Notepad. Copy this text into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UnlitGeneric&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;$baseTexture&amp;quot; &amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
	&amp;quot;$vertexcolor&amp;quot; 1&lt;br /&gt;
	&amp;quot;$vertexalpha&amp;quot; 1&lt;br /&gt;
	&amp;quot;$no_fullbright&amp;quot; 1&lt;br /&gt;
	&amp;quot;$ignorez&amp;quot; 1&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;%keywords&amp;quot; &amp;quot;empires&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edit &amp;lt;your map name&amp;gt; and save as a .vmt file in &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. Make sure that you have &#039;&#039;&#039;not&#039;&#039;&#039; saved it as &amp;lt;your map name&amp;gt;.vmt.txt or it will not work. &lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created. But before we can see how it looks, we need to make a script that tells the game all about your map and its files.&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
=== Step 1 - The Basic Script .TXT file ===&lt;br /&gt;
&amp;quot;How do i set up the script?&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
Open your text editor and &#039;&#039;&#039;turn Word Wrap off&#039;&#039;&#039;. Then, copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid&lt;br /&gt;
        //line is drawn around each sector on the minimap to visually segregate them &lt;br /&gt;
	&lt;br /&gt;
        &amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which correspond to&lt;br /&gt;
        //the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now look at the lines beginning with two forward slashes like this // . Make sure that they have only one line of text. They must not start a new line of comment text without a double slash. If your map crashes when you load it, it is probably because this script has the wrong format. Look at the picture below to see what I mean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; [[Image:Comment.JPG|thumb|Correct Comment Format]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Editing for Your Map ===&lt;br /&gt;
&lt;br /&gt;
Now we will edit the script for your map.&lt;br /&gt;
&lt;br /&gt;
First off, edit &amp;lt;your map name&amp;gt; on the top line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Minimap Location ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spawning. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir for your maps VTF file.&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the game where to look for the minimap you have just created.  Change &amp;lt;your map name&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Minimap Calibration ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the first part of the minimap calibration information&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which corresponds to top left corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which corresponds to the bottom right corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember those two pairs of numbers I asked you to write down in the first section ? Insert them into the obvious locations here. (by the way if you don&#039;t know, the first number of each pair is the x value and the second is y).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the second part of the minimap calibration&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insert your map coordinates here.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know how to do this, read carefully. Look at your map in the top view of Hammer. You know, the plan view, usually in the top right with (x/y) in the corner. Now zoom into that view so you can see the absolute top left corner (but stay inside the skybox) of your map very clearly. Now move your mouse cursor over that point, as precisely as you can or noone will be able to hit anything with artillery feedback and your buildings/units will be displayed incorrectly. Now look at the bottom status bar without moving your mouse, see that little pair of coordinates twinkling up at you ? Wipe away the sense of Deja vu from your mind and insert the numbers into your script. First number of the pair goes into the x value etc. Repeat for the bottom right position and you have calibrated your minimap.  &lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Grid Overlay and Zoom Levels ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//The grid overlay sizing information&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the grid overlay onto the Minimap. This allows you to control the sizing of your grid overlay. For example, a large map will require large grid squares and large values. A smaller map will require smaller grid squares and smaller values. &lt;br /&gt;
&lt;br /&gt;
You can also tweak these numbers to make sure your grid overlay does not end halfway through a sector on the minimap. In other words it lets you stop the computer drawing 5.5 grid squares instead of 6 or 5. You will understand this when you see your minimap for the first time I am sure. If you don&#039;t understand this then leave those numbers alone for now. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//Zoom Level Options&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Self explanatory really, again if you don&#039;t understand these numbers, leave them alone and you will soon. &lt;br /&gt;
&lt;br /&gt;
=== Step 6 - Map and Objective Descriptions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Description of the two sides (factions), as well as the map objectives.  if you have other objective than the default ones, you can change these, otherwise its not necessary. &lt;br /&gt;
&lt;br /&gt;
If you do want to edit them, just make sure that you do everything inside the quotation marks and it will not affect the operation of the script.&lt;br /&gt;
 &lt;br /&gt;
=== Step 7 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Save this file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory as &amp;lt;your map name&amp;gt;.txt&lt;br /&gt;
&lt;br /&gt;
Load up the map, and if you have followed this guide to the letter, your minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2205</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2205"/>
		<updated>2006-04-23T21:54:56Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 7 - Save in Directory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 - The MiniMap Image ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Formatting the Image===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. You should have two pairs of numbers, and none should be smaller than 0 or larger than your image width/height. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Conversion to VTF ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Place the .VTF file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Creating the VMT file ===&lt;br /&gt;
&lt;br /&gt;
Open a plain .txt file with a text editor such as Notepad. Copy this text into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UnlitGeneric&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;$baseTexture&amp;quot; &amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
	&amp;quot;$vertexcolor&amp;quot; 1&lt;br /&gt;
	&amp;quot;$vertexalpha&amp;quot; 1&lt;br /&gt;
	&amp;quot;$no_fullbright&amp;quot; 1&lt;br /&gt;
	&amp;quot;$ignorez&amp;quot; 1&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;%keywords&amp;quot; &amp;quot;empires&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edit &amp;lt;your map name&amp;gt; and save as a .vmt file in &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. Make sure that you have &#039;&#039;&#039;not&#039;&#039;&#039; saved it as &amp;lt;your map name&amp;gt;.vmt.txt or it will not work. &lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created. But before we can see how it looks, we need to make a script that tells the game all about your map and its files.&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
=== Step 1 - The Basic Script .TXT file ===&lt;br /&gt;
&amp;quot;How do i set up the script?&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
Open your text editor and &#039;&#039;&#039;turn Word Wrap off&#039;&#039;&#039;. Then, copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid&lt;br /&gt;
        //line is drawn around each sector on the minimap to visually segregate them &lt;br /&gt;
	&lt;br /&gt;
        &amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which correspond to&lt;br /&gt;
        //the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now look at the lines beginning with two forward slashes like this // . Make sure that they have only one line of text. They must not start a new line of comment text without a double slash. If your map crashes when you load it, it is probably because this script has the wrong format. Look at the picture below to see what I mean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; [[Image:Comment.JPG|thumb|Correct Comment Format]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Editing for Your Map ===&lt;br /&gt;
&lt;br /&gt;
Now we will edit the script for your map.&lt;br /&gt;
&lt;br /&gt;
First off, edit &amp;lt;your map name&amp;gt; on the top line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Minimap Location ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spawning. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir for your maps VTF file.&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the game where to look for the minimap you have just created.  Change &amp;lt;your map name&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Minimap Calibration ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the first part of the minimap calibration information&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which corresponds to top left corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which corresponds to the bottom right corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember those two pairs of numbers I asked you to write down in the first section ? Insert them into the obvious locations here. (by the way if you don&#039;t know, the first number of each pair is the x value and the second is y).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the second part of the minimap calibration&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insert your map coordinates here.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know how to do this, read carefully. Look at your map in the top view of Hammer. You know, the plan view, usually in the top right with (x/y) in the corner. Now zoom into that view so you can see the absolute top left corner (but stay inside the skybox) of your map very clearly. Now move your mouse cursor over that point, as precisely as you can or noone will be able to hit anything with artillery feedback and your buildings/units will be displayed incorrectly. Now look at the bottom status bar without moving your mouse, see that little pair of coordinates twinkling up at you ? Wipe away the sense of Deja vu from your mind and insert the numbers into your script. First number of the pair goes into the x value etc. Repeat for the bottom right position and you have calibrated your minimap.  &lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Grid Overlay and Zoom Levels ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//The grid overlay sizing information&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the grid overlay onto the Minimap. This allows you to control the sizing of your grid overlay. For example, a large map will require large grid squares and large values. A smaller map will require smaller grid squares and smaller values. &lt;br /&gt;
&lt;br /&gt;
You can also tweak these numbers to make sure your grid overlay does not end halfway through a sector on the minimap. In other words it lets you stop the computer drawing 5.5 grid squares instead of 6 or 5. You will understand this when you see your minimap for the first time I am sure. If you don&#039;t understand this then leave those numbers alone for now. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//Zoom Level Options&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Self explanatory really, again if you don&#039;t understand these numbers, leave them alone and you will soon. &lt;br /&gt;
&lt;br /&gt;
=== Step 6 - Map and Objective Descriptions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Description of the two sides (factions), as well as the map objectives.  if you have other objective than the default ones, you can change these, otherwise its not necessary. &lt;br /&gt;
&lt;br /&gt;
If you do want to edit them, just make sure that you do everything inside the quotation marks and it will not affect the operation of the script.&lt;br /&gt;
 &lt;br /&gt;
=== Step 7 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Save this file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory as &amp;lt;your map name&amp;gt;.txt&lt;br /&gt;
&lt;br /&gt;
Load up the map, and if you have followed this guide to the letter, your minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]] and [[User:MichaelWalker|MichaelWalker]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2204</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2204"/>
		<updated>2006-04-23T21:54:37Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 7 - Save in Directory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 - The MiniMap Image ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Formatting the Image===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. You should have two pairs of numbers, and none should be smaller than 0 or larger than your image width/height. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Conversion to VTF ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Place the .VTF file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Creating the VMT file ===&lt;br /&gt;
&lt;br /&gt;
Open a plain .txt file with a text editor such as Notepad. Copy this text into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UnlitGeneric&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;$baseTexture&amp;quot; &amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
	&amp;quot;$vertexcolor&amp;quot; 1&lt;br /&gt;
	&amp;quot;$vertexalpha&amp;quot; 1&lt;br /&gt;
	&amp;quot;$no_fullbright&amp;quot; 1&lt;br /&gt;
	&amp;quot;$ignorez&amp;quot; 1&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;%keywords&amp;quot; &amp;quot;empires&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edit &amp;lt;your map name&amp;gt; and save as a .vmt file in &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. Make sure that you have &#039;&#039;&#039;not&#039;&#039;&#039; saved it as &amp;lt;your map name&amp;gt;.vmt.txt or it will not work. &lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created. But before we can see how it looks, we need to make a script that tells the game all about your map and its files.&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
=== Step 1 - The Basic Script .TXT file ===&lt;br /&gt;
&amp;quot;How do i set up the script?&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
Open your text editor and &#039;&#039;&#039;turn Word Wrap off&#039;&#039;&#039;. Then, copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid&lt;br /&gt;
        //line is drawn around each sector on the minimap to visually segregate them &lt;br /&gt;
	&lt;br /&gt;
        &amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which correspond to&lt;br /&gt;
        //the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now look at the lines beginning with two forward slashes like this // . Make sure that they have only one line of text. They must not start a new line of comment text without a double slash. If your map crashes when you load it, it is probably because this script has the wrong format. Look at the picture below to see what I mean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; [[Image:Comment.JPG|thumb|Correct Comment Format]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Editing for Your Map ===&lt;br /&gt;
&lt;br /&gt;
Now we will edit the script for your map.&lt;br /&gt;
&lt;br /&gt;
First off, edit &amp;lt;your map name&amp;gt; on the top line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Minimap Location ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spawning. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir for your maps VTF file.&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the game where to look for the minimap you have just created.  Change &amp;lt;your map name&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Minimap Calibration ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the first part of the minimap calibration information&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which corresponds to top left corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which corresponds to the bottom right corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember those two pairs of numbers I asked you to write down in the first section ? Insert them into the obvious locations here. (by the way if you don&#039;t know, the first number of each pair is the x value and the second is y).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the second part of the minimap calibration&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insert your map coordinates here.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know how to do this, read carefully. Look at your map in the top view of Hammer. You know, the plan view, usually in the top right with (x/y) in the corner. Now zoom into that view so you can see the absolute top left corner (but stay inside the skybox) of your map very clearly. Now move your mouse cursor over that point, as precisely as you can or noone will be able to hit anything with artillery feedback and your buildings/units will be displayed incorrectly. Now look at the bottom status bar without moving your mouse, see that little pair of coordinates twinkling up at you ? Wipe away the sense of Deja vu from your mind and insert the numbers into your script. First number of the pair goes into the x value etc. Repeat for the bottom right position and you have calibrated your minimap.  &lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Grid Overlay and Zoom Levels ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//The grid overlay sizing information&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the grid overlay onto the Minimap. This allows you to control the sizing of your grid overlay. For example, a large map will require large grid squares and large values. A smaller map will require smaller grid squares and smaller values. &lt;br /&gt;
&lt;br /&gt;
You can also tweak these numbers to make sure your grid overlay does not end halfway through a sector on the minimap. In other words it lets you stop the computer drawing 5.5 grid squares instead of 6 or 5. You will understand this when you see your minimap for the first time I am sure. If you don&#039;t understand this then leave those numbers alone for now. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//Zoom Level Options&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Self explanatory really, again if you don&#039;t understand these numbers, leave them alone and you will soon. &lt;br /&gt;
&lt;br /&gt;
=== Step 6 - Map and Objective Descriptions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Description of the two sides (factions), as well as the map objectives.  if you have other objective than the default ones, you can change these, otherwise its not necessary. &lt;br /&gt;
&lt;br /&gt;
If you do want to edit them, just make sure that you do everything inside the quotation marks and it will not affect the operation of the script.&lt;br /&gt;
 &lt;br /&gt;
=== Step 7 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Save this file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory as &amp;lt;your map name&amp;gt;.txt&lt;br /&gt;
&lt;br /&gt;
Load up the map, and if you have followed this guide to the letter, your minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]] and [[User:MichaelWalker]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2203</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2203"/>
		<updated>2006-04-23T21:49:44Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 7 - Save in Directory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 - The MiniMap Image ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Formatting the Image===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. You should have two pairs of numbers, and none should be smaller than 0 or larger than your image width/height. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Conversion to VTF ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Place the .VTF file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Creating the VMT file ===&lt;br /&gt;
&lt;br /&gt;
Open a plain .txt file with a text editor such as Notepad. Copy this text into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UnlitGeneric&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;$baseTexture&amp;quot; &amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
	&amp;quot;$vertexcolor&amp;quot; 1&lt;br /&gt;
	&amp;quot;$vertexalpha&amp;quot; 1&lt;br /&gt;
	&amp;quot;$no_fullbright&amp;quot; 1&lt;br /&gt;
	&amp;quot;$ignorez&amp;quot; 1&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;%keywords&amp;quot; &amp;quot;empires&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edit &amp;lt;your map name&amp;gt; and save as a .vmt file in &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. Make sure that you have &#039;&#039;&#039;not&#039;&#039;&#039; saved it as &amp;lt;your map name&amp;gt;.vmt.txt or it will not work. &lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created. But before we can see how it looks, we need to make a script that tells the game all about your map and its files.&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
=== Step 1 - The Basic Script .TXT file ===&lt;br /&gt;
&amp;quot;How do i set up the script?&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
Open your text editor and &#039;&#039;&#039;turn Word Wrap off&#039;&#039;&#039;. Then, copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid&lt;br /&gt;
        //line is drawn around each sector on the minimap to visually segregate them &lt;br /&gt;
	&lt;br /&gt;
        &amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which correspond to&lt;br /&gt;
        //the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now look at the lines beginning with two forward slashes like this // . Make sure that they have only one line of text. They must not start a new line of comment text without a double slash. If your map crashes when you load it, it is probably because this script has the wrong format. Look at the picture below to see what I mean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; [[Image:Comment.JPG|thumb|Correct Comment Format]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Editing for Your Map ===&lt;br /&gt;
&lt;br /&gt;
Now we will edit the script for your map.&lt;br /&gt;
&lt;br /&gt;
First off, edit &amp;lt;your map name&amp;gt; on the top line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Minimap Location ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spawning. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir for your maps VTF file.&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the game where to look for the minimap you have just created.  Change &amp;lt;your map name&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Minimap Calibration ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the first part of the minimap calibration information&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which corresponds to top left corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which corresponds to the bottom right corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember those two pairs of numbers I asked you to write down in the first section ? Insert them into the obvious locations here. (by the way if you don&#039;t know, the first number of each pair is the x value and the second is y).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the second part of the minimap calibration&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insert your map coordinates here.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know how to do this, read carefully. Look at your map in the top view of Hammer. You know, the plan view, usually in the top right with (x/y) in the corner. Now zoom into that view so you can see the absolute top left corner (but stay inside the skybox) of your map very clearly. Now move your mouse cursor over that point, as precisely as you can or noone will be able to hit anything with artillery feedback and your buildings/units will be displayed incorrectly. Now look at the bottom status bar without moving your mouse, see that little pair of coordinates twinkling up at you ? Wipe away the sense of Deja vu from your mind and insert the numbers into your script. First number of the pair goes into the x value etc. Repeat for the bottom right position and you have calibrated your minimap.  &lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Grid Overlay and Zoom Levels ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//The grid overlay sizing information&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the grid overlay onto the Minimap. This allows you to control the sizing of your grid overlay. For example, a large map will require large grid squares and large values. A smaller map will require smaller grid squares and smaller values. &lt;br /&gt;
&lt;br /&gt;
You can also tweak these numbers to make sure your grid overlay does not end halfway through a sector on the minimap. In other words it lets you stop the computer drawing 5.5 grid squares instead of 6 or 5. You will understand this when you see your minimap for the first time I am sure. If you don&#039;t understand this then leave those numbers alone for now. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//Zoom Level Options&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Self explanatory really, again if you don&#039;t understand these numbers, leave them alone and you will soon. &lt;br /&gt;
&lt;br /&gt;
=== Step 6 - Map and Objective Descriptions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Description of the two sides (factions), as well as the map objectives.  if you have other objective than the default ones, you can change these, otherwise its not necessary. &lt;br /&gt;
&lt;br /&gt;
If you do want to edit them, just make sure that you do everything inside the quotation marks and it will not affect the operation of the script.&lt;br /&gt;
 &lt;br /&gt;
=== Step 7 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Save this file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory as &amp;lt;your map name&amp;gt;.txt&lt;br /&gt;
&lt;br /&gt;
Load up the map, and if you have followed this guide to the letter, your minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]] and [[User:MichaelWalker|MichaelWalker]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2202</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2202"/>
		<updated>2006-04-23T21:49:15Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 - The MiniMap Image ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Formatting the Image===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. You should have two pairs of numbers, and none should be smaller than 0 or larger than your image width/height. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Conversion to VTF ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Place the .VTF file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Creating the VMT file ===&lt;br /&gt;
&lt;br /&gt;
Open a plain .txt file with a text editor such as Notepad. Copy this text into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UnlitGeneric&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;$baseTexture&amp;quot; &amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
	&amp;quot;$vertexcolor&amp;quot; 1&lt;br /&gt;
	&amp;quot;$vertexalpha&amp;quot; 1&lt;br /&gt;
	&amp;quot;$no_fullbright&amp;quot; 1&lt;br /&gt;
	&amp;quot;$ignorez&amp;quot; 1&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;%keywords&amp;quot; &amp;quot;empires&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edit &amp;lt;your map name&amp;gt; and save as a .vmt file in &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. Make sure that you have &#039;&#039;&#039;not&#039;&#039;&#039; saved it as &amp;lt;your map name&amp;gt;.vmt.txt or it will not work. &lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created. But before we can see how it looks, we need to make a script that tells the game all about your map and its files.&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
=== Step 1 - The Basic Script .TXT file ===&lt;br /&gt;
&amp;quot;How do i set up the script?&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
Open your text editor and &#039;&#039;&#039;turn Word Wrap off&#039;&#039;&#039;. Then, copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid&lt;br /&gt;
        //line is drawn around each sector on the minimap to visually segregate them &lt;br /&gt;
	&lt;br /&gt;
        &amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which correspond to&lt;br /&gt;
        //the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now look at the lines beginning with two forward slashes like this // . Make sure that they have only one line of text. They must not start a new line of comment text without a double slash. If your map crashes when you load it, it is probably because this script has the wrong format. Look at the picture below to see what I mean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; [[Image:Comment.JPG|thumb|Correct Comment Format]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Editing for Your Map ===&lt;br /&gt;
&lt;br /&gt;
Now we will edit the script for your map.&lt;br /&gt;
&lt;br /&gt;
First off, edit &amp;lt;your map name&amp;gt; on the top line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Minimap Location ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spawning. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir for your maps VTF file.&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the game where to look for the minimap you have just created.  Change &amp;lt;your map name&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Minimap Calibration ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the first part of the minimap calibration information&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which corresponds to top left corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which corresponds to the bottom right corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember those two pairs of numbers I asked you to write down in the first section ? Insert them into the obvious locations here. (by the way if you don&#039;t know, the first number of each pair is the x value and the second is y).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the second part of the minimap calibration&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insert your map coordinates here.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know how to do this, read carefully. Look at your map in the top view of Hammer. You know, the plan view, usually in the top right with (x/y) in the corner. Now zoom into that view so you can see the absolute top left corner (but stay inside the skybox) of your map very clearly. Now move your mouse cursor over that point, as precisely as you can or noone will be able to hit anything with artillery feedback and your buildings/units will be displayed incorrectly. Now look at the bottom status bar without moving your mouse, see that little pair of coordinates twinkling up at you ? Wipe away the sense of Deja vu from your mind and insert the numbers into your script. First number of the pair goes into the x value etc. Repeat for the bottom right position and you have calibrated your minimap.  &lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Grid Overlay and Zoom Levels ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//The grid overlay sizing information&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the grid overlay onto the Minimap. This allows you to control the sizing of your grid overlay. For example, a large map will require large grid squares and large values. A smaller map will require smaller grid squares and smaller values. &lt;br /&gt;
&lt;br /&gt;
You can also tweak these numbers to make sure your grid overlay does not end halfway through a sector on the minimap. In other words it lets you stop the computer drawing 5.5 grid squares instead of 6 or 5. You will understand this when you see your minimap for the first time I am sure. If you don&#039;t understand this then leave those numbers alone for now. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//Zoom Level Options&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Self explanatory really, again if you don&#039;t understand these numbers, leave them alone and you will soon. &lt;br /&gt;
&lt;br /&gt;
=== Step 6 - Map and Objective Descriptions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Description of the two sides (factions), as well as the map objectives.  if you have other objective than the default ones, you can change these, otherwise its not necessary. &lt;br /&gt;
&lt;br /&gt;
If you do want to edit them, just make sure that you do everything inside the quotation marks and it will not affect the operation of the script.&lt;br /&gt;
 &lt;br /&gt;
=== Step 7 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Save this file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory as &amp;lt;your map name&amp;gt;.txt&lt;br /&gt;
&lt;br /&gt;
Load up the map, and if you have followed this guide to the letter, your minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]and [[User:MichaelWalker|MichaelWalker]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2201</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2201"/>
		<updated>2006-04-23T21:45:15Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 2 - Editing for Your Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 - The MiniMap Image ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Formatting the Image===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. You should have two pairs of numbers, and none should be smaller than 0 or larger than your image width/height. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Conversion to VTF ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Place the .VTF file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Creating the VMT file ===&lt;br /&gt;
&lt;br /&gt;
Open a plain .txt file with a text editor such as Notepad. Copy this text into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UnlitGeneric&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;$baseTexture&amp;quot; &amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
	&amp;quot;$vertexcolor&amp;quot; 1&lt;br /&gt;
	&amp;quot;$vertexalpha&amp;quot; 1&lt;br /&gt;
	&amp;quot;$no_fullbright&amp;quot; 1&lt;br /&gt;
	&amp;quot;$ignorez&amp;quot; 1&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;%keywords&amp;quot; &amp;quot;empires&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edit &amp;lt;your map name&amp;gt; and save as a .vmt file in &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. Make sure that you have &#039;&#039;&#039;not&#039;&#039;&#039; saved it as &amp;lt;your map name&amp;gt;.vmt.txt or it will not work. &lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created. But before we can see how it looks, we need to make a script that tells the game all about your map and its files.&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
=== Step 1 - The Basic Script .TXT file ===&lt;br /&gt;
&amp;quot;How do i set up the script?&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
Open your text editor and &#039;&#039;&#039;turn Word Wrap off&#039;&#039;&#039;. Then, copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid&lt;br /&gt;
        //line is drawn around each sector on the minimap to visually segregate them &lt;br /&gt;
	&lt;br /&gt;
        &amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which correspond to&lt;br /&gt;
        //the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now look at the lines beginning with two forward slashes like this // . Make sure that they have only one line of text. They must not start a new line of comment text without a double slash. If your map crashes when you load it, it is probably because this script has the wrong format. Look at the picture below to see what I mean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; [[Image:Comment.JPG|thumb|Correct Comment Format]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Editing for Your Map ===&lt;br /&gt;
&lt;br /&gt;
Now we will edit the script for your map.&lt;br /&gt;
&lt;br /&gt;
First off, edit &amp;lt;your map name&amp;gt; on the top line.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Minimap Location ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spawning. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir for your maps VTF file.&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the game where to look for the minimap you have just created.  Change &amp;lt;your map name&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Minimap Calibration ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the first part of the minimap calibration information&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which corresponds to top left corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which corresponds to the bottom right corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember those two pairs of numbers I asked you to write down in the first section ? Insert them into the obvious locations here. (by the way if you don&#039;t know, the first number of each pair is the x value and the second is y).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the second part of the minimap calibration&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insert your map coordinates here.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know how to do this, read carefully. Look at your map in the top view of Hammer. You know, the plan view, usually in the top right with (x/y) in the corner. Now zoom into that view so you can see the absolute top left corner (but stay inside the skybox) of your map very clearly. Now move your mouse cursor over that point, as precisely as you can or noone will be able to hit anything with artillery feedback and your buildings/units will be displayed incorrectly. Now look at the bottom status bar without moving your mouse, see that little pair of coordinates twinkling up at you ? Wipe away the sense of Deja vu from your mind and insert the numbers into your script. First number of the pair goes into the x value etc. Repeat for the bottom right position and you have calibrated your minimap.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//The grid overlay sizing information&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the grid overlay onto the Minimap. This allows you to control the sizing of your grid overlay. For example, a large map will require large grid squares and large values. A smaller map will require smaller grid squares and smaller values. &lt;br /&gt;
&lt;br /&gt;
You can also tweak these numbers to make sure your grid overlay does not end halfway through a sector on the minimap. In other words it lets you stop the computer drawing 5.5 grid squares instead of 6 or 5. You will understand this when you see your minimap for the first time I am sure. If you don&#039;t understand this then leave those numbers alone for now. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//Zoom Level Options&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Self explanatory really, again if you don&#039;t understand these numbers, leave them alone and you will soon. &lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Map and Objective Descriptions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Description of the two sides (factions), as well as the map objectives.  if you have other objective than the default ones, you can change these, otherwise its not necessary. &lt;br /&gt;
&lt;br /&gt;
If you do want to edit them, just make sure that you do everything inside the quotation marks and it will not affect the operation of the script.&lt;br /&gt;
 &lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Save this file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory as &amp;lt;your map name&amp;gt;.txt&lt;br /&gt;
&lt;br /&gt;
Load up the map and your minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;br /&gt;
&lt;br /&gt;
== TO DO  ==&lt;br /&gt;
Add section on editing the corners of the map  --[[User:Kylegar|Kylegar]] 19:57, 16 March 2006 (EST)&lt;br /&gt;
[[Category:Mapping|Setting up Map Resources]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2200</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2200"/>
		<updated>2006-04-23T21:44:17Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 1 - The Basic Script .TXT file */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 - The MiniMap Image ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Formatting the Image===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. You should have two pairs of numbers, and none should be smaller than 0 or larger than your image width/height. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Conversion to VTF ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Place the .VTF file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Creating the VMT file ===&lt;br /&gt;
&lt;br /&gt;
Open a plain .txt file with a text editor such as Notepad. Copy this text into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UnlitGeneric&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;$baseTexture&amp;quot; &amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
	&amp;quot;$vertexcolor&amp;quot; 1&lt;br /&gt;
	&amp;quot;$vertexalpha&amp;quot; 1&lt;br /&gt;
	&amp;quot;$no_fullbright&amp;quot; 1&lt;br /&gt;
	&amp;quot;$ignorez&amp;quot; 1&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;%keywords&amp;quot; &amp;quot;empires&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edit &amp;lt;your map name&amp;gt; and save as a .vmt file in &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. Make sure that you have &#039;&#039;&#039;not&#039;&#039;&#039; saved it as &amp;lt;your map name&amp;gt;.vmt.txt or it will not work. &lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created. But before we can see how it looks, we need to make a script that tells the game all about your map and its files.&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
=== Step 1 - The Basic Script .TXT file ===&lt;br /&gt;
&amp;quot;How do i set up the script?&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
Open your text editor and &#039;&#039;&#039;turn Word Wrap off&#039;&#039;&#039;. Then, copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid&lt;br /&gt;
        //line is drawn around each sector on the minimap to visually segregate them &lt;br /&gt;
	&lt;br /&gt;
        &amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which correspond to&lt;br /&gt;
        //the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now look at the lines beginning with two forward slashes like this // . Make sure that they have only one line of text. They must not start a new line of comment text without a double slash. If your map crashes when you load it, it is probably because this script has the wrong format. Look at the picture below to see what I mean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; [[Image:Comment.JPG|thumb|Correct Comment Format]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Editing for Your Map ===&lt;br /&gt;
&lt;br /&gt;
Now we will edit the script for your map.&lt;br /&gt;
&lt;br /&gt;
First off, edit &amp;lt;your map name&amp;gt; on the top line.  &lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Minimap Location ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spawning. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir for your maps VTF file.&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the game where to look for the minimap you have just created.  Change &amp;lt;your map name&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Minimap Calibration ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the first part of the minimap calibration information&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which corresponds to top left corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which corresponds to the bottom right corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember those two pairs of numbers I asked you to write down in the first section ? Insert them into the obvious locations here. (by the way if you don&#039;t know, the first number of each pair is the x value and the second is y).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the second part of the minimap calibration&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insert your map coordinates here.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know how to do this, read carefully. Look at your map in the top view of Hammer. You know, the plan view, usually in the top right with (x/y) in the corner. Now zoom into that view so you can see the absolute top left corner (but stay inside the skybox) of your map very clearly. Now move your mouse cursor over that point, as precisely as you can or noone will be able to hit anything with artillery feedback and your buildings/units will be displayed incorrectly. Now look at the bottom status bar without moving your mouse, see that little pair of coordinates twinkling up at you ? Wipe away the sense of Deja vu from your mind and insert the numbers into your script. First number of the pair goes into the x value etc. Repeat for the bottom right position and you have calibrated your minimap.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//The grid overlay sizing information&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the grid overlay onto the Minimap. This allows you to control the sizing of your grid overlay. For example, a large map will require large grid squares and large values. A smaller map will require smaller grid squares and smaller values. &lt;br /&gt;
&lt;br /&gt;
You can also tweak these numbers to make sure your grid overlay does not end halfway through a sector on the minimap. In other words it lets you stop the computer drawing 5.5 grid squares instead of 6 or 5. You will understand this when you see your minimap for the first time I am sure. If you don&#039;t understand this then leave those numbers alone for now. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//Zoom Level Options&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Self explanatory really, again if you don&#039;t understand these numbers, leave them alone and you will soon. &lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Map and Objective Descriptions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Description of the two sides (factions), as well as the map objectives.  if you have other objective than the default ones, you can change these, otherwise its not necessary. &lt;br /&gt;
&lt;br /&gt;
If you do want to edit them, just make sure that you do everything inside the quotation marks and it will not affect the operation of the script.&lt;br /&gt;
 &lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Save this file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory as &amp;lt;your map name&amp;gt;.txt&lt;br /&gt;
&lt;br /&gt;
Load up the map and your minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;br /&gt;
&lt;br /&gt;
== TO DO  ==&lt;br /&gt;
Add section on editing the corners of the map  --[[User:Kylegar|Kylegar]] 19:57, 16 March 2006 (EST)&lt;br /&gt;
[[Category:Mapping|Setting up Map Resources]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2199</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2199"/>
		<updated>2006-04-23T21:43:51Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 1 - The Basic Script .TXT file */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 - The MiniMap Image ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Formatting the Image===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. You should have two pairs of numbers, and none should be smaller than 0 or larger than your image width/height. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Conversion to VTF ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Place the .VTF file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Creating the VMT file ===&lt;br /&gt;
&lt;br /&gt;
Open a plain .txt file with a text editor such as Notepad. Copy this text into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UnlitGeneric&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;$baseTexture&amp;quot; &amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
	&amp;quot;$vertexcolor&amp;quot; 1&lt;br /&gt;
	&amp;quot;$vertexalpha&amp;quot; 1&lt;br /&gt;
	&amp;quot;$no_fullbright&amp;quot; 1&lt;br /&gt;
	&amp;quot;$ignorez&amp;quot; 1&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;%keywords&amp;quot; &amp;quot;empires&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edit &amp;lt;your map name&amp;gt; and save as a .vmt file in &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. Make sure that you have &#039;&#039;&#039;not&#039;&#039;&#039; saved it as &amp;lt;your map name&amp;gt;.vmt.txt or it will not work. &lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created. But before we can see how it looks, we need to make a script that tells the game all about your map and its files.&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
=== Step 1 - The Basic Script .TXT file ===&lt;br /&gt;
&amp;quot;How do i set up the script?&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
Open your text editor and &#039;&#039;&#039;turn Word Wrap off&#039;&#039;&#039;. Then, copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid&lt;br /&gt;
        //line is drawn around each sector on the minimap to visually segregate them &lt;br /&gt;
	&lt;br /&gt;
        &amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which correspond to&lt;br /&gt;
        //the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now look at the lines beginning with two forward slashes like this // . Make sure that they have only one line of text. They must not start a new line of comment text without a double slash. If your map crashes when you load it, it is probably becuase this script has the wrong format. Look at the picture below to see what I mean.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; [[Image:Comment.JPG|thumb|Correct Comment Format]] &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Editing for Your Map ===&lt;br /&gt;
&lt;br /&gt;
Now we will edit the script for your map.&lt;br /&gt;
&lt;br /&gt;
First off, edit &amp;lt;your map name&amp;gt; on the top line.  &lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Minimap Location ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spawning. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir for your maps VTF file.&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the game where to look for the minimap you have just created.  Change &amp;lt;your map name&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Minimap Calibration ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the first part of the minimap calibration information&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which corresponds to top left corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which corresponds to the bottom right corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember those two pairs of numbers I asked you to write down in the first section ? Insert them into the obvious locations here. (by the way if you don&#039;t know, the first number of each pair is the x value and the second is y).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the second part of the minimap calibration&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insert your map coordinates here.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know how to do this, read carefully. Look at your map in the top view of Hammer. You know, the plan view, usually in the top right with (x/y) in the corner. Now zoom into that view so you can see the absolute top left corner (but stay inside the skybox) of your map very clearly. Now move your mouse cursor over that point, as precisely as you can or noone will be able to hit anything with artillery feedback and your buildings/units will be displayed incorrectly. Now look at the bottom status bar without moving your mouse, see that little pair of coordinates twinkling up at you ? Wipe away the sense of Deja vu from your mind and insert the numbers into your script. First number of the pair goes into the x value etc. Repeat for the bottom right position and you have calibrated your minimap.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//The grid overlay sizing information&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the grid overlay onto the Minimap. This allows you to control the sizing of your grid overlay. For example, a large map will require large grid squares and large values. A smaller map will require smaller grid squares and smaller values. &lt;br /&gt;
&lt;br /&gt;
You can also tweak these numbers to make sure your grid overlay does not end halfway through a sector on the minimap. In other words it lets you stop the computer drawing 5.5 grid squares instead of 6 or 5. You will understand this when you see your minimap for the first time I am sure. If you don&#039;t understand this then leave those numbers alone for now. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//Zoom Level Options&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Self explanatory really, again if you don&#039;t understand these numbers, leave them alone and you will soon. &lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Map and Objective Descriptions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Description of the two sides (factions), as well as the map objectives.  if you have other objective than the default ones, you can change these, otherwise its not necessary. &lt;br /&gt;
&lt;br /&gt;
If you do want to edit them, just make sure that you do everything inside the quotation marks and it will not affect the operation of the script.&lt;br /&gt;
 &lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Save this file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory as &amp;lt;your map name&amp;gt;.txt&lt;br /&gt;
&lt;br /&gt;
Load up the map and your minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;br /&gt;
&lt;br /&gt;
== TO DO  ==&lt;br /&gt;
Add section on editing the corners of the map  --[[User:Kylegar|Kylegar]] 19:57, 16 March 2006 (EST)&lt;br /&gt;
[[Category:Mapping|Setting up Map Resources]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2198</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2198"/>
		<updated>2006-04-23T21:36:27Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 - The MiniMap Image ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Formatting the Image===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. You should have two pairs of numbers, and none should be smaller than 0 or larger than your image width/height. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Conversion to VTF ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Place the .VTF file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Creating the VMT file ===&lt;br /&gt;
&lt;br /&gt;
Open a plain .txt file with a text editor such as Notepad. Copy this text into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UnlitGeneric&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;$baseTexture&amp;quot; &amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
	&amp;quot;$vertexcolor&amp;quot; 1&lt;br /&gt;
	&amp;quot;$vertexalpha&amp;quot; 1&lt;br /&gt;
	&amp;quot;$no_fullbright&amp;quot; 1&lt;br /&gt;
	&amp;quot;$ignorez&amp;quot; 1&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;%keywords&amp;quot; &amp;quot;empires&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edit &amp;lt;your map name&amp;gt; and save as a .vmt file in &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. Make sure that you have &#039;&#039;&#039;not&#039;&#039;&#039; saved it as &amp;lt;your map name&amp;gt;.vmt.txt or it will not work. &lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created. But before we can see how it looks, we need to make a script that tells the game all about your map and its files.&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
=== Step 1 - The Basic Script .TXT file ===&lt;br /&gt;
&amp;quot;How do i set up the script?&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
Open your text editor and &#039;&#039;&#039;turn Word Wrap off&#039;&#039;&#039;. Then, copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner &lt;br /&gt;
        //of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid&lt;br /&gt;
        //line is drawn around each sector on the minimap to visually segregate them &lt;br /&gt;
	&lt;br /&gt;
        &amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which correspond to&lt;br /&gt;
        //the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now look at the lines beginning with two forward slashes like this // . Make sure that they have only one line of text. They must not start a new line of comment text without a double slash. If your map crashes when you load it, it is probably becuase this script has the wrong format. Look at the picture below to see what I mean.&lt;br /&gt;
&lt;br /&gt;
[[Image:comment.jpg]] &lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Editing for Your Map ===&lt;br /&gt;
&lt;br /&gt;
Now we will edit the script for your map.&lt;br /&gt;
&lt;br /&gt;
First off, edit &amp;lt;your map name&amp;gt; on the top line.  &lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Minimap Location ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spawning. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir for your maps VTF file.&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the game where to look for the minimap you have just created.  Change &amp;lt;your map name&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Minimap Calibration ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the first part of the minimap calibration information&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which corresponds to top left corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which corresponds to the bottom right corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember those two pairs of numbers I asked you to write down in the first section ? Insert them into the obvious locations here. (by the way if you don&#039;t know, the first number of each pair is the x value and the second is y).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the second part of the minimap calibration&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insert your map coordinates here.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know how to do this, read carefully. Look at your map in the top view of Hammer. You know, the plan view, usually in the top right with (x/y) in the corner. Now zoom into that view so you can see the absolute top left corner (but stay inside the skybox) of your map very clearly. Now move your mouse cursor over that point, as precisely as you can or noone will be able to hit anything with artillery feedback and your buildings/units will be displayed incorrectly. Now look at the bottom status bar without moving your mouse, see that little pair of coordinates twinkling up at you ? Wipe away the sense of Deja vu from your mind and insert the numbers into your script. First number of the pair goes into the x value etc. Repeat for the bottom right position and you have calibrated your minimap.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//The grid overlay sizing information&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the grid overlay onto the Minimap. This allows you to control the sizing of your grid overlay. For example, a large map will require large grid squares and large values. A smaller map will require smaller grid squares and smaller values. &lt;br /&gt;
&lt;br /&gt;
You can also tweak these numbers to make sure your grid overlay does not end halfway through a sector on the minimap. In other words it lets you stop the computer drawing 5.5 grid squares instead of 6 or 5. You will understand this when you see your minimap for the first time I am sure. If you don&#039;t understand this then leave those numbers alone for now. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//Zoom Level Options&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Self explanatory really, again if you don&#039;t understand these numbers, leave them alone and you will soon. &lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Map and Objective Descriptions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Description of the two sides (factions), as well as the map objectives.  if you have other objective than the default ones, you can change these, otherwise its not necessary. &lt;br /&gt;
&lt;br /&gt;
If you do want to edit them, just make sure that you do everything inside the quotation marks and it will not affect the operation of the script.&lt;br /&gt;
 &lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Save this file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory as &amp;lt;your map name&amp;gt;.txt&lt;br /&gt;
&lt;br /&gt;
Load up the map and your minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;br /&gt;
&lt;br /&gt;
== TO DO  ==&lt;br /&gt;
Add section on editing the corners of the map  --[[User:Kylegar|Kylegar]] 19:57, 16 March 2006 (EST)&lt;br /&gt;
[[Category:Mapping|Setting up Map Resources]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2197</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2197"/>
		<updated>2006-04-23T21:27:13Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 - The MiniMap Image ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Formatting the Image===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. You should have two pairs of numbers, and none should be smaller than 0 or larger than your image width/height. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Conversion to VTF ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Place the .VTF file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Creating the VMT file ===&lt;br /&gt;
&lt;br /&gt;
Open a plain .txt file with a text editor such as Notepad. Copy this text into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UnlitGeneric&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;$baseTexture&amp;quot; &amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
	&amp;quot;$vertexcolor&amp;quot; 1&lt;br /&gt;
	&amp;quot;$vertexalpha&amp;quot; 1&lt;br /&gt;
	&amp;quot;$no_fullbright&amp;quot; 1&lt;br /&gt;
	&amp;quot;$ignorez&amp;quot; 1&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;%keywords&amp;quot; &amp;quot;empires&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edit &amp;lt;your map name&amp;gt; and save as a .vmt file in &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. Make sure that you have &#039;&#039;&#039;not&#039;&#039;&#039; saved it as &amp;lt;your map name&amp;gt;.vmt.txt or it will not work. &lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created. But before we can see how it looks, we need to make a script that tells the game all about your map and its files.&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
== Step 1 - The Basic Script .TXT file ==&lt;br /&gt;
&amp;quot;How do i set up the script?&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
Open your text editor and &#039;&#039;&#039;turn Word Wrap off&#039;&#039;&#039;. Then, copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the&lt;br /&gt;
minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in&lt;br /&gt;
 the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now look at the lines beginning with two forward slashes like this // . Make sure that they have only one line of text. They must not start a new line of comment text without a double slash. If your map crashes when you load it, it is probably becuase this script has the wrong format. Look at the picture below to see what I mean.&lt;br /&gt;
&lt;br /&gt;
[[Image:comment.jpg]] &lt;br /&gt;
&lt;br /&gt;
=== Step 2 - Editing for Your Map ===&lt;br /&gt;
&lt;br /&gt;
Now we will edit the script for your map.&lt;br /&gt;
&lt;br /&gt;
First off, edit &amp;lt;your map name&amp;gt; on the top line.  &lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Minimap Location ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spawning. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir for your maps VTF file.&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the game where to look for the minimap you have just created.  Change &amp;lt;mapname&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
=== Step 4 - Minimap Calibration ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the first part of the minimap calibration information&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which corresponds to top left corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which corresponds to the bottom right corner of the Hammer map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember those two pairs of numbers I asked you to write down in the first section ? Insert them into the obvious locations here. (by the way if you don&#039;t know, the first number of each pair is the x value and the second is y).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the second part of the minimap calibration&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map as displayed in Hammer&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insert your map coordinates here.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know how to do this, read carefully. Look at your map in the top view of Hammer. You know, the plan view, usually in the top right with (x/y) in the corner. Now zoom into that view so you can see the absolute top left corner (but stay inside the skybox) of your map very clearly. Now move your mouse cursor over that point, as precisely as you can or noone will be able to hit anything with artillery feedback and your buildings/units will be displayed incorrectly. Now look at the bottom status bar without moving your mouse, see that little pair of coordinates twinkling up at you ? Wipe away the sense of Deja vu from your mind and insert the numbers into your script. First number of the pair goes into the x value etc. Repeat for the bottom right position and you have calibrated your minimap.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//The grid overlay sizing information&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the grid overlay onto the Minimap. This allows you to control the sizing of your grid overlay. For example, a large map will require large grid squares and large values. A smaller map will require smaller grid squares and smaller values. &lt;br /&gt;
&lt;br /&gt;
You can also tweak these numbers to make sure your grid overlay does not end halfway through a sector on the minimap. In other words it lets you stop the computer drawing 5.5 grid squares instead of 6 or 5. You will understand this when you see your minimap for the first time I am sure. If you don&#039;t understand this then leave those numbers alone for now. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//Zoom Level Options&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Self explanatory really, again if you don&#039;t understand these numbers, leave them alone and you will soon. &lt;br /&gt;
&lt;br /&gt;
=== Step 3 - Map and Objective Descriptions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Description of the two sides (factions), as well as the map objectives.  if you have other objective than the default ones, you can change these, otherwise its not necessary. &lt;br /&gt;
&lt;br /&gt;
If you do want to edit them, just make sure that you do everything inside the quotation marks and it will not affect the operation of the script.&lt;br /&gt;
 &lt;br /&gt;
=== Step 4 - Save in Directory ===&lt;br /&gt;
&lt;br /&gt;
Save this file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory as &amp;lt;your map name&amp;gt;.txt&lt;br /&gt;
&lt;br /&gt;
Load up the map and your minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;br /&gt;
&lt;br /&gt;
== TO DO  ==&lt;br /&gt;
Add section on editing the corners of the map  --[[User:Kylegar|Kylegar]] 19:57, 16 March 2006 (EST)&lt;br /&gt;
[[Category:Mapping|Setting up Map Resources]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Comment.JPG&amp;diff=2193</id>
		<title>File:Comment.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Comment.JPG&amp;diff=2193"/>
		<updated>2006-04-23T20:40:40Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: correct comment format example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;correct comment format example&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2192</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2192"/>
		<updated>2006-04-23T20:38:10Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
&lt;br /&gt;
Place the .VTF file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
=== Step 5 - Creating the VMT file ===&lt;br /&gt;
&lt;br /&gt;
Open a plain .txt file with a text editor such as Notepad. Copy this text into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UnlitGeneric&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;$baseTexture&amp;quot; &amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
	&amp;quot;$vertexcolor&amp;quot; 1&lt;br /&gt;
	&amp;quot;$vertexalpha&amp;quot; 1&lt;br /&gt;
	&amp;quot;$no_fullbright&amp;quot; 1&lt;br /&gt;
	&amp;quot;$ignorez&amp;quot; 1&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;%keywords&amp;quot; &amp;quot;empires&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edit &amp;lt;your map name&amp;gt; and save as a .vmt file in &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. Make sure that you have &#039;&#039;&#039;not&#039;&#039;&#039; saved it as &amp;lt;your map name&amp;gt;.vmt.txt or it will not work. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created and now we need to make a script that tells the game all about your map and its files.&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
&amp;quot;How do i set up the script?&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open your text editor and &#039;&#039;turn Word Wrap off&#039;&#039;&#039;. Then, copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;your map name&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the&lt;br /&gt;
minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in&lt;br /&gt;
 the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now look at the lines beginning with two forward slashes like this // . Make sure that they have only one line of text. They must not start a new line of comment text without a double slash. If your map crashes when you load it, it is probably becuase this script has the wrong format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
we will go step by step into how to set this up by editing the script&lt;br /&gt;
&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
&lt;br /&gt;
Fist off, on line one, change &amp;quot;emp_canyon&amp;quot; to your map name.  this will help the game know what map your on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spwaning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;mapname&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the Game where you look for the minimap you have just created.  Change &amp;lt;mapname&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the way the game resizes your map to fit in the little cornor.  change the numbers to the size of your map.  &lt;br /&gt;
NOTE: if you dont know how to do this i will add more to this section at a later date&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Games Overlay onto the Minimap.  you do not have to change these, as the defualts are good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Description of the sides, as well as the map objectives.  if you have other objective than the defualt ones, you can change these, otherwise its not necisarry.&lt;br /&gt;
 &amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Save this file in your empirs/resource/maps directory as your map name.  Load up the map and the minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;br /&gt;
&lt;br /&gt;
== TO DO  ==&lt;br /&gt;
Add section on editing the corners of the map  --[[User:Kylegar|Kylegar]] 19:57, 16 March 2006 (EST)&lt;br /&gt;
[[Category:Mapping|Setting up Map Resources]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2191</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2191"/>
		<updated>2006-04-23T19:50:58Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Place the .VTF file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; folder&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created and it is ready to use&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
&amp;quot;How do i set up the script&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;emp_canyon&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/emp_canyon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the&lt;br /&gt;
minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in&lt;br /&gt;
 the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the resource file from emp_canyon.&lt;br /&gt;
&lt;br /&gt;
we will go step by step into how to set this up by editing the script&lt;br /&gt;
&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
&lt;br /&gt;
Fist off, on line one, change &amp;quot;emp_canyon&amp;quot; to your map name.  this will help the game know what map your on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spwaning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;mapname&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the Game where you look for the minimap you have just created.  Change &amp;lt;mapname&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the way the game resizes your map to fit in the little cornor.  change the numbers to the size of your map.  &lt;br /&gt;
NOTE: if you dont know how to do this i will add more to this section at a later date&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Games Overlay onto the Minimap.  you do not have to change these, as the defualts are good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Description of the sides, as well as the map objectives.  if you have other objective than the defualt ones, you can change these, otherwise its not necisarry.&lt;br /&gt;
 &amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Save this file in your empirs/resource/maps directory as your map name.  Load up the map and the minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;br /&gt;
&lt;br /&gt;
== TO DO  ==&lt;br /&gt;
Add section on editing the corners of the map  --[[User:Kylegar|Kylegar]] 19:57, 16 March 2006 (EST)&lt;br /&gt;
[[Category:Mapping|Setting up Map Resources]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2190</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2190"/>
		<updated>2006-04-23T19:50:07Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. You can find it in &#039;&#039;&#039;Empires/Screenshots&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75 X 1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems.&lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Place the image in your empires/matierials/maps folder&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created and it is ready to use&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
&amp;quot;How do i set up the script&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;emp_canyon&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/emp_canyon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the&lt;br /&gt;
minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in&lt;br /&gt;
 the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the resource file from emp_canyon.&lt;br /&gt;
&lt;br /&gt;
we will go step by step into how to set this up by editing the script&lt;br /&gt;
&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
&lt;br /&gt;
Fist off, on line one, change &amp;quot;emp_canyon&amp;quot; to your map name.  this will help the game know what map your on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spwaning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;mapname&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the Game where you look for the minimap you have just created.  Change &amp;lt;mapname&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the way the game resizes your map to fit in the little cornor.  change the numbers to the size of your map.  &lt;br /&gt;
NOTE: if you dont know how to do this i will add more to this section at a later date&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Games Overlay onto the Minimap.  you do not have to change these, as the defualts are good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Description of the sides, as well as the map objectives.  if you have other objective than the defualt ones, you can change these, otherwise its not necisarry.&lt;br /&gt;
 &amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Save this file in your empirs/resource/maps directory as your map name.  Load up the map and the minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;br /&gt;
&lt;br /&gt;
== TO DO  ==&lt;br /&gt;
Add section on editing the corners of the map  --[[User:Kylegar|Kylegar]] 19:57, 16 March 2006 (EST)&lt;br /&gt;
[[Category:Mapping|Setting up Map Resources]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2189</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2189"/>
		<updated>2006-04-23T19:47:22Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Resources? What are Those? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your &#039;&#039;&#039;Empires/Resource/Maps&#039;&#039;&#039; directory, and without the minimap VTF file and VMT file in your &#039;&#039;&#039;Empires/Materials/Maps&#039;&#039;&#039; directory. All you will see on your minimap is a black and purple checkerboard (that is, if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75,1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems. &lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Place the image in your empires/matierials/maps folder&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created and it is ready to use&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
&amp;quot;How do i set up the script&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;emp_canyon&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/emp_canyon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the&lt;br /&gt;
minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in&lt;br /&gt;
 the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the resource file from emp_canyon.&lt;br /&gt;
&lt;br /&gt;
we will go step by step into how to set this up by editing the script&lt;br /&gt;
&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
&lt;br /&gt;
Fist off, on line one, change &amp;quot;emp_canyon&amp;quot; to your map name.  this will help the game know what map your on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spwaning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;mapname&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the Game where you look for the minimap you have just created.  Change &amp;lt;mapname&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the way the game resizes your map to fit in the little cornor.  change the numbers to the size of your map.  &lt;br /&gt;
NOTE: if you dont know how to do this i will add more to this section at a later date&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Games Overlay onto the Minimap.  you do not have to change these, as the defualts are good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Description of the sides, as well as the map objectives.  if you have other objective than the defualt ones, you can change these, otherwise its not necisarry.&lt;br /&gt;
 &amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Save this file in your empirs/resource/maps directory as your map name.  Load up the map and the minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;br /&gt;
&lt;br /&gt;
== TO DO  ==&lt;br /&gt;
Add section on editing the corners of the map  --[[User:Kylegar|Kylegar]] 19:57, 16 March 2006 (EST)&lt;br /&gt;
[[Category:Mapping|Setting up Map Resources]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2188</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2188"/>
		<updated>2006-04-23T19:46:30Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Resources? What are Those? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How important is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your Empires/resource/maps directory, and without the minimap VTF file and VMT file in your empires/materials/maps directory. All you will see on your minimap is a black and purple checkerboard (That is if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75,1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems. &lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Place the image in your empires/matierials/maps folder&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created and it is ready to use&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
&amp;quot;How do i set up the script&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;emp_canyon&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/emp_canyon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the&lt;br /&gt;
minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in&lt;br /&gt;
 the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the resource file from emp_canyon.&lt;br /&gt;
&lt;br /&gt;
we will go step by step into how to set this up by editing the script&lt;br /&gt;
&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
&lt;br /&gt;
Fist off, on line one, change &amp;quot;emp_canyon&amp;quot; to your map name.  this will help the game know what map your on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spwaning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;mapname&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the Game where you look for the minimap you have just created.  Change &amp;lt;mapname&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the way the game resizes your map to fit in the little cornor.  change the numbers to the size of your map.  &lt;br /&gt;
NOTE: if you dont know how to do this i will add more to this section at a later date&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Games Overlay onto the Minimap.  you do not have to change these, as the defualts are good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Description of the sides, as well as the map objectives.  if you have other objective than the defualt ones, you can change these, otherwise its not necisarry.&lt;br /&gt;
 &amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Save this file in your empirs/resource/maps directory as your map name.  Load up the map and the minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;br /&gt;
&lt;br /&gt;
== TO DO  ==&lt;br /&gt;
Add section on editing the corners of the map  --[[User:Kylegar|Kylegar]] 19:57, 16 March 2006 (EST)&lt;br /&gt;
[[Category:Mapping|Setting up Map Resources]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2187</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2187"/>
		<updated>2006-04-23T19:46:19Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How inportant is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your Empires/resource/maps directory, and without the minimap VTF file and VMT file in your empires/materials/maps directory. All you will see on your minimap is a black and purple checkerboard (That is if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. Then use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. &lt;br /&gt;
&lt;br /&gt;
You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75,1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems. &lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Place the image in your empires/matierials/maps folder&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created and it is ready to use&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
&amp;quot;How do i set up the script&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;emp_canyon&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/emp_canyon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the&lt;br /&gt;
minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in&lt;br /&gt;
 the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the resource file from emp_canyon.&lt;br /&gt;
&lt;br /&gt;
we will go step by step into how to set this up by editing the script&lt;br /&gt;
&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
&lt;br /&gt;
Fist off, on line one, change &amp;quot;emp_canyon&amp;quot; to your map name.  this will help the game know what map your on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spwaning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;mapname&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the Game where you look for the minimap you have just created.  Change &amp;lt;mapname&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the way the game resizes your map to fit in the little cornor.  change the numbers to the size of your map.  &lt;br /&gt;
NOTE: if you dont know how to do this i will add more to this section at a later date&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Games Overlay onto the Minimap.  you do not have to change these, as the defualts are good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Description of the sides, as well as the map objectives.  if you have other objective than the defualt ones, you can change these, otherwise its not necisarry.&lt;br /&gt;
 &amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Save this file in your empirs/resource/maps directory as your map name.  Load up the map and the minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;br /&gt;
&lt;br /&gt;
== TO DO  ==&lt;br /&gt;
Add section on editing the corners of the map  --[[User:Kylegar|Kylegar]] 19:57, 16 March 2006 (EST)&lt;br /&gt;
[[Category:Mapping|Setting up Map Resources]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2186</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2186"/>
		<updated>2006-04-23T19:45:47Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How inportant is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your Empires/resource/maps directory, and without the minimap VTF file and VMT file in your empires/materials/maps directory. All you will see on your minimap is a black and purple checkerboard (That is if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. &lt;br /&gt;
Use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. &lt;br /&gt;
&lt;br /&gt;
You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 {{Tip| if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop. }}&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75,1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems. &lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Place the image in your empires/matierials/maps folder&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created and it is ready to use&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
&amp;quot;How do i set up the script&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;emp_canyon&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/emp_canyon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the&lt;br /&gt;
minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in&lt;br /&gt;
 the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the resource file from emp_canyon.&lt;br /&gt;
&lt;br /&gt;
we will go step by step into how to set this up by editing the script&lt;br /&gt;
&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
&lt;br /&gt;
Fist off, on line one, change &amp;quot;emp_canyon&amp;quot; to your map name.  this will help the game know what map your on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spwaning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;mapname&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the Game where you look for the minimap you have just created.  Change &amp;lt;mapname&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the way the game resizes your map to fit in the little cornor.  change the numbers to the size of your map.  &lt;br /&gt;
NOTE: if you dont know how to do this i will add more to this section at a later date&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Games Overlay onto the Minimap.  you do not have to change these, as the defualts are good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Description of the sides, as well as the map objectives.  if you have other objective than the defualt ones, you can change these, otherwise its not necisarry.&lt;br /&gt;
 &amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Save this file in your empirs/resource/maps directory as your map name.  Load up the map and the minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;br /&gt;
&lt;br /&gt;
== TO DO  ==&lt;br /&gt;
Add section on editing the corners of the map  --[[User:Kylegar|Kylegar]] 19:57, 16 March 2006 (EST)&lt;br /&gt;
[[Category:Mapping|Setting up Map Resources]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2185</id>
		<title>Setting Up Map Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources&amp;diff=2185"/>
		<updated>2006-04-23T19:43:45Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Setting Up Map Resources}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources? What are Those? ==&lt;br /&gt;
First off, your asking, &amp;quot;What are Resources?&amp;quot;&lt;br /&gt;
Well, Resources are the scripts and files needed for the Minimap and Objectives for your map.&lt;br /&gt;
&lt;br /&gt;
How inportant is this? &#039;&#039;&#039;very&#039;&#039;&#039;.&lt;br /&gt;
You cannot spawn without the resource.txt file in your Empires/resource/maps directory, and without the minimap VTF file and VMT file in your empires/materials/maps directory. All you will see on your minimap is a black and purple checkerboard (That is if you don&#039;t crash).&lt;br /&gt;
&lt;br /&gt;
== Creating the Minimap ==&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
Take an overhead screenshot of your level.&lt;br /&gt;
&lt;br /&gt;
Become a spectator by choosing it on the team menu, and hide the HUD by typing &amp;quot;cl_drawhud 0&amp;quot; in the console. If your map has fog, use the command &amp;quot;fog_override 1&amp;quot; to disable it (sv_cheats must be set to 1). Fly up to a decent height and look down. &lt;br /&gt;
Use the &amp;quot;fov &amp;lt;number&amp;gt;&amp;quot; command in the console to zoom out to fit all of your level on the screen. &lt;br /&gt;
Use the console command &amp;quot;screenshot &amp;lt;picturename&amp;gt;&amp;quot; to save as a targa (.tga) formatted image which has no compression. You can also save to a .jpeg (default key F9) if you would like to edit the minimap picture from this format. &lt;br /&gt;
&lt;br /&gt;
You will then need a program such as [http://www.gold-software.com/abc.shtml ABC Converter] to save to .tga for conversion to .VTF&lt;br /&gt;
&lt;br /&gt;
 if you are using a large func_precipitation brush in your level, viewing too much of the brush at one time will cause you to crash to desktop.&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
Open your image in Photoshop/ABC or any decent image editing program. &lt;br /&gt;
Crop it so that the image&#039;s width and height are the same and resize it so that they are a multiple of 2 (ie 256x256, 512x512, 1024x1024). Note down the pixel coordinates of the top left corner and the bottom right corner of your map as shown on the minimap image. &lt;br /&gt;
&lt;br /&gt;
The coordinates can be found by hovering the mouse cursor over the relevant point in the minimap, and looking at the toolbars in your image editing program. Depending on what program you are using there will be a pair of numbers like this: (232,884) or (75,1024) for example. Those numbers are the pixel coordinates of your cursor position. Write these numbers down as you will be needing them later. &lt;br /&gt;
&lt;br /&gt;
It is very important that you find these coordinates with precision or the minimap will lose accuracy and this can cause all manner of problems. &lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
Convert yourt TGA image to HL2&#039;s VTF format using VTEX (found in your source SDK directory).&lt;br /&gt;
&lt;br /&gt;
If you are unsure how to do this then follow [http://www.snarkpit.net/editing.php?page=tutorials&amp;amp;game=HL2&amp;amp;id=121 this tutorial]&lt;br /&gt;
&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Place the image in your empires/matierials/maps folder&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Your Minimap has been created and it is ready to use&lt;br /&gt;
&lt;br /&gt;
== Setting Up the Script ==&lt;br /&gt;
&amp;quot;How do i set up the script&amp;quot;  &lt;br /&gt;
its very simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
copy this text into a plain .txt file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;emp_canyon&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/emp_canyon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the&lt;br /&gt;
minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in&lt;br /&gt;
 the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&lt;br /&gt;
&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the resource file from emp_canyon.&lt;br /&gt;
&lt;br /&gt;
we will go step by step into how to set this up by editing the script&lt;br /&gt;
&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
&lt;br /&gt;
Fist off, on line one, change &amp;quot;emp_canyon&amp;quot; to your map name.  this will help the game know what map your on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
&lt;br /&gt;
The next section is to add the minimap to your map, this will also create a &amp;quot;megamap&amp;quot; for spwaning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;//the location in the &#039;materials/&#039; dir where the image for the map is&lt;br /&gt;
	&amp;quot;image&amp;quot;		&amp;quot;maps/&amp;lt;mapname&amp;gt;&amp;quot; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tells the Game where you look for the minimap you have just created.  Change &amp;lt;mapname&amp;gt; to the name of your minimap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	//the top left corner of the image which equals the top left corner of the map coordinate below&lt;br /&gt;
	&amp;quot;min_image_x&amp;quot;	&amp;quot;90&amp;quot;&lt;br /&gt;
	&amp;quot;min_image_y&amp;quot;	&amp;quot;45&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the image which equals the bottom right corner of the map coordinate below&lt;br /&gt;
	&amp;quot;max_image_x&amp;quot;	&amp;quot;990&amp;quot;&lt;br /&gt;
	&amp;quot;max_image_y&amp;quot;	&amp;quot;950&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	//the top left corner of the map&lt;br /&gt;
	&amp;quot;min_bounds_x&amp;quot;	&amp;quot;-11150&amp;quot;&lt;br /&gt;
	&amp;quot;min_bounds_y&amp;quot;	&amp;quot;14850&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//the bottom right corner of the map&lt;br /&gt;
	&amp;quot;max_bounds_x&amp;quot;	&amp;quot;14350&amp;quot;&lt;br /&gt;
	&amp;quot;max_bounds_y&amp;quot;	&amp;quot;-10250&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the way the game resizes your map to fit in the little cornor.  change the numbers to the size of your map.  &lt;br /&gt;
NOTE: if you dont know how to do this i will add more to this section at a later date&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	//the size in map coordinates of each sector of a map (A1,F5, etc), a grid line is draw around each sector on the minimap to visually segregate them &lt;br /&gt;
	&amp;quot;sector_width&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
	&amp;quot;sector_height&amp;quot;	&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	//There are four levels of zoom. These are the min and max which corresponds to the amount of the map visible in the minimap panel when at that zoom level.&lt;br /&gt;
	&amp;quot;min_zoom&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
	&amp;quot;max_zoom&amp;quot;	&amp;quot;0.25&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the Games Overlay onto the Minimap.  you do not have to change these, as the defualts are good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Team panel descriptions&lt;br /&gt;
	&amp;quot;nf_description&amp;quot; &amp;quot;The Northern Faction is less equipped and trained than the forces of the Brenodi Empire, &lt;br /&gt;
but its forces make up for it with genetic manipulation and determination.  All members are ex-citizens of Jekotia whose&lt;br /&gt;
disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter&lt;br /&gt;
to Brenodi technology.  This gives them the advantage of more versatility in ability enhancement and an unmatchable level of &lt;br /&gt;
cohesiveness and coordination.  They&#039;ve managed to find support in ex-Jekotians hidden within the Brenodi Empire and&lt;br /&gt;
among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of Jekotia.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;nf_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Brenodi Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members of the &lt;br /&gt;
enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_description&amp;quot; &amp;quot;The Brenodi Empire’s forces are equipped with state of the art weaponary and equipment.  &lt;br /&gt;
All members undergo a strict training regiment to establish their combat effectiveness, and they are &lt;br /&gt;
supported by the very best mechanized armor and air units.  All Brenodian citizens are required to receive an extensive set&lt;br /&gt;
of nanotechnological devices to function, and their military relies on these nanotech enhancements to further &lt;br /&gt;
enhance the abilities of their soldiers.  The Brenodi Empire wages an ongoing campaign to subdue the Northern Faction&lt;br /&gt;
and eliminate their terrorist actions through force that have become all too common in ex-Jekotian territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;imp_objective&amp;quot; &amp;quot;Objective: Build refineries to gain resources and build up your army.  &lt;br /&gt;
Then destroy the Northen Faction Command Vehicle, or destroy all barracks (removing any place to spawn) and kill all members &lt;br /&gt;
of the enemy team.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the Description of the sides, as well as the map objectives.  if you have other objective than the defualt ones, you can change these, otherwise its not necisarry.&lt;br /&gt;
 &amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Step 4 ===&lt;br /&gt;
Save this file in your empirs/resource/maps directory as your map name.  Load up the map and the minimap will show up!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Guide Created by [[User:Kylegar|Kylegar]]&lt;br /&gt;
&lt;br /&gt;
== TO DO  ==&lt;br /&gt;
Add section on editing the corners of the map  --[[User:Kylegar|Kylegar]] 19:57, 16 March 2006 (EST)&lt;br /&gt;
[[Category:Mapping|Setting up Map Resources]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2184</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2184"/>
		<updated>2006-04-23T19:25:21Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 2: Add Entities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}} &lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room. Your map will need to be &#039;&#039;&#039;at least&#039;&#039;&#039; 10000 units square.&lt;br /&gt;
If you want to have a sky instead of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundary to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] (Required)&lt;br /&gt;
* [[Emp_info_map_overview]] (Required)&lt;br /&gt;
* [[Emp_building_imp_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_Imp]]&lt;br /&gt;
* [[Emp_building_nf_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[emp_info_player_NF]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vehicle (Optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vehicle (Optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting_Up_Map_Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and copy a pair of any two .vtf and .vmt files (must be the from the same map). Rename them to emp_&amp;lt;yourmapname&amp;gt;.&amp;lt;vtf/vmt&amp;gt;. These will serve as placeholders for your map&#039;s overhead view until later. Untill you have created your own minimap picture and .VTF file, your map will use the minimap from the map files you just copied.&lt;br /&gt;
&lt;br /&gt;
This is no problem for testing things out so do not worry about your minimap untill the map is nearly ready to go.&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting_Up_Map_Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Deciding Gameplay ===&lt;br /&gt;
Empires suports a few quite interesting gameplay types, with more to be added later.&lt;br /&gt;
==== Classic ====&lt;br /&gt;
The standard (Classic) [[Gameplay_Types|gameplay type]] involves capturing [[Resource Node|resource nodes]] and building bases. It is used on maps such as [[Map:emp_duststorm|emp_duststorm]] and [[Map:emp_crossroads|emp_crossroads]]. The objective is for the players to destroy the opposing faction&#039;s [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
For it to work you need a [[barracks]] ([[emp_building_imp_barracks]], [[emp_building_nf_barracks]]) for each team, a [[Command Vehicle]] per faction ([[emp_imp_commander]], [[emp_nf_commander]]) and also at least two [[Resource Node|resource nodes]] ([[emp_resource_point]], preferably marked by an [[emp_resource_point_prop]] so that one can actually see the point) to be able to play properly.&lt;br /&gt;
&lt;br /&gt;
None of the above entities are absolutely required, the game will work as long as there is a way for people from both teams to spawn.&lt;br /&gt;
&lt;br /&gt;
==== Conquest ====&lt;br /&gt;
The second one is as seen in Battlefield and other games, involving capturing and holding flags. While it is possible to have a [[Commander]] and a [[Command Vehicle|Command Vehicle]], it is not required. This gameplay is slightly featured on [[Map:emp_escort|emp_escort]], on which it has been converted into a push type of gameplay by not having the flags to be recapturable by the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
To be able to spawn at a flag, you need to place spawn points. These are called [[emp_info_player_Imp]] for the [[Brenodi Empire|Imperials]] and [[emp_info_player_NF]] for the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
== Step 6: Compile/Run ==&lt;br /&gt;
Hit F9 and run with the default options if you don&#039;t mind waiting several hours for the map to compile. &lt;br /&gt;
&lt;br /&gt;
If you just want to quickly check something, you can compile without making lighting calculations, this saves an awful lot of time over the development of a map.  Make sure your compile options are Normal, (not advanced mode),  then under Run Vis and Run Rad, check the no box. &lt;br /&gt;
&lt;br /&gt;
This is not to be used when you are checking water as that needs the lighting calculations in order to appear in game. This is also obviously not to be used for final compiles or your lighting will look pretty pants! &lt;br /&gt;
&lt;br /&gt;
Check your developer console by pressing tilde in-game and look for obvious problems.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Gameplay_Types|Gameplay Types]], [[Entity Index]], [[Setting_Up_Map_Resources]]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2183</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=2183"/>
		<updated>2006-04-23T19:24:07Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Step 2: Add Entities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}} &lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room. Your map will need to be &#039;&#039;&#039;at least&#039;&#039;&#039; 10000 units square.&lt;br /&gt;
If you want to have a sky instead of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundary to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] (Required)&lt;br /&gt;
* [[Emp_info_map_overview]] (Required)&lt;br /&gt;
* [[Emp_building_imp_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[Emp_info_player_imp]]&lt;br /&gt;
* [[Emp_building_nf_barracks]] &#039;&#039;&#039;OR&#039;&#039;&#039; [[Emp_info_player_nf]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vehicle (Optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vehicle (Optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting_Up_Map_Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and copy a pair of any two .vtf and .vmt files (must be the from the same map). Rename them to emp_&amp;lt;yourmapname&amp;gt;.&amp;lt;vtf/vmt&amp;gt;. These will serve as placeholders for your map&#039;s overhead view until later. Untill you have created your own minimap picture and .VTF file, your map will use the minimap from the map files you just copied.&lt;br /&gt;
&lt;br /&gt;
This is no problem for testing things out so do not worry about your minimap untill the map is nearly ready to go.&lt;br /&gt;
&lt;br /&gt;
More Detailed Guide: [[Setting_Up_Map_Resources]]&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Deciding Gameplay ===&lt;br /&gt;
Empires suports a few quite interesting gameplay types, with more to be added later.&lt;br /&gt;
==== Classic ====&lt;br /&gt;
The standard (Classic) [[Gameplay_Types|gameplay type]] involves capturing [[Resource Node|resource nodes]] and building bases. It is used on maps such as [[Map:emp_duststorm|emp_duststorm]] and [[Map:emp_crossroads|emp_crossroads]]. The objective is for the players to destroy the opposing faction&#039;s [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
For it to work you need a [[barracks]] ([[emp_building_imp_barracks]], [[emp_building_nf_barracks]]) for each team, a [[Command Vehicle]] per faction ([[emp_imp_commander]], [[emp_nf_commander]]) and also at least two [[Resource Node|resource nodes]] ([[emp_resource_point]], preferably marked by an [[emp_resource_point_prop]] so that one can actually see the point) to be able to play properly.&lt;br /&gt;
&lt;br /&gt;
None of the above entities are absolutely required, the game will work as long as there is a way for people from both teams to spawn.&lt;br /&gt;
&lt;br /&gt;
==== Conquest ====&lt;br /&gt;
The second one is as seen in Battlefield and other games, involving capturing and holding flags. While it is possible to have a [[Commander]] and a [[Command Vehicle|Command Vehicle]], it is not required. This gameplay is slightly featured on [[Map:emp_escort|emp_escort]], on which it has been converted into a push type of gameplay by not having the flags to be recapturable by the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
To be able to spawn at a flag, you need to place spawn points. These are called [[emp_info_player_Imp]] for the [[Brenodi Empire|Imperials]] and [[emp_info_player_NF]] for the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
== Step 6: Compile/Run ==&lt;br /&gt;
Hit F9 and run with the default options if you don&#039;t mind waiting several hours for the map to compile. &lt;br /&gt;
&lt;br /&gt;
If you just want to quickly check something, you can compile without making lighting calculations, this saves an awful lot of time over the development of a map.  Make sure your compile options are Normal, (not advanced mode),  then under Run Vis and Run Rad, check the no box. &lt;br /&gt;
&lt;br /&gt;
This is not to be used when you are checking water as that needs the lighting calculations in order to appear in game. This is also obviously not to be used for final compiles or your lighting will look pretty pants! &lt;br /&gt;
&lt;br /&gt;
Check your developer console by pressing tilde in-game and look for obvious problems.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Gameplay_Types|Gameplay Types]], [[Entity Index]], [[Setting_Up_Map_Resources]]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Engineer&amp;diff=2141</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Engineer&amp;diff=2141"/>
		<updated>2006-04-22T13:28:24Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Engineer}}&lt;br /&gt;
[[Image:Recycle-upgrade.jpg|right|thumb|200px|Upgrading a Turret]]&lt;br /&gt;
The most important class early on in the game, Engineers build the bases that are placed by the [[commander]]. Though technically any class can put a building together by approaching it and pressing the &#039;&#039;USE&#039;&#039; key (&#039;&#039;&#039;E&#039;&#039;&#039; by default), engineers are given a tool that greatly accelerates the process. &lt;br /&gt;
&lt;br /&gt;
Engineers are limited to using light submachine guns but they carry powerful seismic grenades which deal huge amounts of damage to structures.&lt;br /&gt;
&lt;br /&gt;
The engineer&#039;s main asset is a small tool that he keeps clipped to his belt. With this tool an engineer can build and repair [[vehicles]] and placed buildings, heal teammates, and even place his own [[structures]] (The [[Turret]] and [[Surveillance|Surveillance Gear]]). To build, repair, or heal, simply walk up to your target and activate (Fire) the tool while aiming at the target. You may also damage enemy structures and vehicles by using your engineering tool on them.&lt;br /&gt;
&lt;br /&gt;
Additionally, the repair/heal tool can be given the ability to Revive an fallen comrades, making an engineer an invaluable member of a squad both during and after firefights. To revive a teammate who has not yet respawned, activate the tool while pointing at his body. You must be near the teammate&#039;s body for this to work.&lt;br /&gt;
&lt;br /&gt;
With his [[skills]] the engineer can expand his role as a mechanic or a medic, with his versatility limited only by the number of skill slots the player has unlocked. Healing Upgrade and Repair Upgrade are the most basic [[skills]] of the class. Healing Upgrade increases the amount of health given for a certain amount of the engineer tool&#039;s energy, and Repair Upgrade increases the amount repaired.&lt;br /&gt;
&lt;br /&gt;
Engineers can also use their skills to modify the engine in a driven vehicle, increasing the Vehicle Cooling, or the rate at which the engine dissipates heat. This lets a vehicle driven by an engineer maintain continuous fire for a longer period of time than would be otherwise possible.&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
An Engineer can either repair or build [[structures]] placed by the [[commander]], or build a limited range of equipment of his own.&lt;br /&gt;
&lt;br /&gt;
To create your own [[structures]] first right click with your engineering tool out to bring up the build menu. From here you can build [[turrets]] (machine gun or missile), [[Surveillance|surveillance equipment]] (cameras to detect infantry, radars to detect vehicles), [[walls]], and [[Ammo Crates|ammo crates]]. &lt;br /&gt;
{{Note|An Engineer can have a very finite number of turrets/sensors up at any given time. See the build menu for details.}}&lt;br /&gt;
{{Note|As of version 1.03, the [[Surveillance|surveillance equipment]] do not require the line of sight in order to detect the enemy; they will work through walls and other obstacles.}}&lt;br /&gt;
{{Note|When repairing damaged vehicles, the body is repaired first and Armor last.}}&lt;br /&gt;
{{Tip|After the fourth promotion (and perhaps every fourth promotion?), the amount of Turrents and Surveillance equipment that can be placed by same engineer at any given time is increased by one.}}&lt;br /&gt;
{{Tip|Be aware that there is a long time delay between placing multiple ammo crates, so use them wisely.}}&lt;br /&gt;
&lt;br /&gt;
To place [[walls]] as an engineer, click on the walls icon in the engineer menu. Then click on the ground where you want your wall to start. You should see a ghost of the wall appear. Drag your mouse to build more wall segments and then click again to complete the wall. The newly created wall will only be waist-high and needs to be built using the Repair tool.&lt;br /&gt;
&lt;br /&gt;
You can recycle equipment that you have placed by right clicking on them with the tool, and selecting &#039;&#039;Recycle&#039;&#039; from the menu that pops up. You can recycle your own turrets, sensors and walls but not ammo boxes. You cannot recycle structures or equipment placed by the Commander or other friendly Engineers.&lt;br /&gt;
&lt;br /&gt;
Finally, the engineer can upgrade his own [[turrets]], granting them increased lethality by increasing their damage and range. The Turret Upgrade skill lets engineers who have placed and built a turret upgrade that turret, first to level 2, and then to level 3. These turret levels do not correspond to those that the [[commander]] can [[research]]. This means that an Engineer can upgrade his own turrets even if the Commander has not yet researched the corresponding upgrades. Note, however, that an engineer cannot upgrade a turret that was placed by the Commander or another team mate. To upgrade a turret approach it and right click on it with the engineer tool. Select &amp;quot;upgrade turret&amp;quot; from the menu, and then build your now upgraded turret. Remember that while you&#039;re upgrading it the turret is deactivated and vulnerable. The upgraded turrets are not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
Engineers can also disassemble enemy buildings, equipment and vehicles. Point your repair tool at the enemy structure or vehicle, you should see a red health bar. Now press the &amp;quot;fire&amp;quot; key just like you would to repair a friendly building and you will start disassembling the enemy&#039;s structure.&lt;br /&gt;
&lt;br /&gt;
{{Note|Disassembling enemy vehicles bypasses the armor and causes damage to the vehicle&#039;s body directly.}}&lt;br /&gt;
{{Tip|Sometimes it&#039;s better to leave emeny engineers&#039; turrets operational so that they will be unable to build them elsewhere, especially if the turrets do not pose danger to you or your team (i.e. unfinished, behind obstacles, etc.)}}&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
The Engineer class doubles as a field medic with his ability to heal team mates. Point your repair tool at a hurt friendly so that you can see their health bar and &amp;quot;fire&amp;quot; to slowly replenish their health. The &#039;&#039;Healing Upgrade&#039;&#039; skill greatly speeds up healing by restoring more health per each &amp;quot;ammo&amp;quot; point spent.&lt;br /&gt;
&lt;br /&gt;
A very powerful &#039;&#039;Revive&#039;&#039; skill allows the Engineer to bring back a fallen team mate back to life, providing that they have not yet chosen to respawn. Not only does reviving a team mate keep them on the front lines, it also saves your team a respawn ticket. In order to revive a &amp;quot;dead&amp;quot; friendly point your repair/healing tool at their corpse and press the primary fire button.&lt;br /&gt;
&lt;br /&gt;
{{Note|In addition to the regular rank points for killing enemy and destroying their buildings, the Engineer gains one rank point for every 100 armor points repaired, for every 200 health points healed and for every friendly he revives.}}&lt;br /&gt;
{{Note|Due to the way the server and client communicate, a friendly&#039;s body might not be at the same place they died (grenades and missiles often move the ragdolls from where they originally fell.) In these cases you might be unable to easily revive your comrade by pointing at their corpse. As of version 1.03 the &#039;&#039;Revive&#039;&#039; skill received a larger area of effect which should alleviate some of that trouble.}}&lt;br /&gt;
{{Note|As of version 1.03, the dead player&#039;s corpse is removed as soon as they respawn. This means any corpses you can see are of players that are waiting to be revived.}}&lt;br /&gt;
{{Note|A revived friendly will be brought back to life with the default amount of ammo. Make sure to put down an ammo box for them to restock.}}&lt;br /&gt;
{{Note|A ticket is deducted upon a player&#039;s death, but is credited back to the team if they are revived by an Engineer.}}&lt;br /&gt;
{{Tip|If a fallen friendly changes their class while waiting to be revived, they will come back to life as that new class.}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Placing ammo crates near [[vehicles]] will reload them when they are nearby.&lt;br /&gt;
* After the 4th promotion the total number of [[turrets]] and sensors an Engineer can place is increased by one.&lt;br /&gt;
* If your base has no armory yet, try switching to the Engineer class and dropping an ammo crate for yourself and switching classes again instead of asking teammates or the commander for munitions.&lt;br /&gt;
* Most of the Engineer&#039;s equipment can be used as a makeshift step-ladder in case you need to reach the tops of those high crates.&lt;br /&gt;
* Reviving a friendly will save the team a ticket. This is critical in most games, since spending all tickets is one of the losing conditions.&lt;br /&gt;
[[Category:Classes|Engineer]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=2013</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=2013"/>
		<updated>2006-04-16T07:09:31Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Important Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Empires.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Welcome to the Empires Mod wiki, home to documentation, guides, tips, and other useful information for players and developers. The contents of this site are maintained and policed by the community for the better of the whole, please be considerate and enjoy what others have spent much time putting together for everyone.&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Download|Download Empires]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;{{Tip|Join &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod-docs/ #empiresmod-docs]&#039;&#039;&#039; to assist with writing documentation, or idle in the main channel for Empires Mod which is &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod/ #empiresmod]&#039;&#039;&#039;Show your support and stay up to date with Empires. Both channels are on the &#039;&#039;&#039;[irc://irc.gamesurge.net/ GameSurge]&#039;&#039;&#039; Irc Network }}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|width=&amp;quot;50%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #ffc9c9; color: #000; background-color: #fff3f3&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
The following pages are of general interest to players.&lt;br /&gt;
* [[Empires Mod|What is Empires Mod?]]&lt;br /&gt;
* [[FAQ|Empires Mod FAQ]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Maps]]&lt;br /&gt;
* [[Squads]]&lt;br /&gt;
* [[Commanding]]&lt;br /&gt;
* [[Structures|Structures and Building]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
&lt;br /&gt;
== Classes and Skills ==&lt;br /&gt;
Empires Mod features four different classes, each with unique abilities.&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Rifleman]]&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
Additionally, with experience, players can gain ranks, opening up new [[Skills]] that grant special or improved abilities.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; color: #000; background-color: #f0f0ff&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: right; text-align: left; float: right; padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Developer Documentation ==&lt;br /&gt;
The following pages contain information useful to the developers, mappers, modelers, and other contributors to the mod.&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Modeling]]&lt;br /&gt;
&lt;br /&gt;
== Servers ==&lt;br /&gt;
* [[Server List]]&lt;br /&gt;
* [[Dedicated Server Setup]]&lt;br /&gt;
* [[Server Optimization]]&lt;br /&gt;
&lt;br /&gt;
== Important Links ==&lt;br /&gt;
* [http://empiresmod.com/ Empires Mod Webpage]&lt;br /&gt;
* [http://empires.cw-hosting.net/cgi-bin/ikonboard.pl Empires Forum]&lt;br /&gt;
* [http://empiresmod.com/download.php Empires Downloads]&lt;br /&gt;
* [[Empires IRC]]&lt;br /&gt;
* [[Clan Listing]]&lt;br /&gt;
* [http://www.empiresuniverse.com/ Empires Universe] - Under Construction&lt;br /&gt;
&lt;br /&gt;
== Wiki Stuff ==&lt;br /&gt;
* [[Helping Out]]&lt;br /&gt;
* [[To Do]]&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Contents#For_editors Wiki Editing Manual]&lt;br /&gt;
* [[Templates]]&lt;br /&gt;
* [[Subdomains]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_resource_point_prop&amp;diff=1998</id>
		<title>Emp resource point prop</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_resource_point_prop&amp;diff=1998"/>
		<updated>2006-04-14T21:09:44Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Entity_Index|Entity Index]] &amp;gt; Emp_resource_point_prop}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Entity used to display a resource point model. Use in conjunction with [[emp_resource_point]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
*; Name : The name that other entities refer to this entity by.&lt;br /&gt;
*; Pitch Yaw Roll (Y Z X): This entity&#039;s orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.&lt;br /&gt;
*; Model : Use the browse button to select a model to represent the resource node.&lt;br /&gt;
*; Enabled : If enabled, it will be visible.  It should be set to match its corresponding resource point.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* You will have to use your imagination when selecting a model to use as a resource node, no models have yet been created specifically to show Empires resource nodes.&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_resource_point_prop&amp;diff=1997</id>
		<title>Emp resource point prop</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_resource_point_prop&amp;diff=1997"/>
		<updated>2006-04-14T21:09:28Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Entity_Index|Entity Index]] &amp;gt; Emp_resource_point_prop}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Entity used to display a resource point model. Use in conjunction with [[emp_resource_point]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
*; Name : The name that other entities refer to this entity by.&lt;br /&gt;
*; Pitch Yaw Roll (Y Z X): This entity&#039;s orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.&lt;br /&gt;
*; Model : Use the browse button to select a model to represent the resource node.&lt;br /&gt;
*; Enabled : If enabled, it will be visible.  It should be set to match its corresponding resource point.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* You will have to use your imagination when selecting a model to use as a resource node, no models have yet been created specifically for Empires resource nodes.&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_resource_point_prop&amp;diff=1996</id>
		<title>Emp resource point prop</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_resource_point_prop&amp;diff=1996"/>
		<updated>2006-04-14T21:09:03Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Entity_Index|Entity Index]] &amp;gt; Emp_resource_point_prop}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The entity used to display a resource point model. Use in conjunction with [[emp_resource_point]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
*; Name : The name that other entities refer to this entity by.&lt;br /&gt;
*; Pitch,Yaw,Roll (YZX): This entity&#039;s orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.&lt;br /&gt;
*; Model : Use the browse button to select a model to represent the resource node.&lt;br /&gt;
*; Enabled : If enabled, it will be visible.  It should be set to match its corresponding resource point.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* You will have to use your imagination when selecting a model to use as a resource node, no models have yet been created specifically for Empires resource nodes.&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_nf_commander&amp;diff=1995</id>
		<title>Emp nf commander</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_nf_commander&amp;diff=1995"/>
		<updated>2006-04-14T21:04:09Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Entity_Index|Entity Index]] &amp;gt; Emp_nf_commander}}&lt;br /&gt;
== Description ==&lt;br /&gt;
Places an NF [[Command Vehicle]].  &lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
This is not necessary for a game. There can be maps without a [[Commander]] or [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Entity|Commander]]&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_eng_restrict&amp;diff=1994</id>
		<title>Emp eng restrict</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_eng_restrict&amp;diff=1994"/>
		<updated>2006-04-14T21:02:22Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Entity_Index|Entity Index]] &amp;gt; Emp_eng_restrict}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A Brush Entity used to restrict engineers of a certain team from building walls &#039;&#039;&#039;or&#039;&#039;&#039; any structure in certain areas. &lt;br /&gt;
== Properties ==&lt;br /&gt;
*; Name : The name that other entities refer to this entity by.&lt;br /&gt;
*; Prevent NF Engineer Building : Select restrictions for the Northern Faction engineers from being able to build when touching this brush.&lt;br /&gt;
*; Prevent Brenodi Engineer Building : Select restrictions for the Brenodi Empire engineers from being able to build when touching this brush.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Use with the Nodraw texture. &lt;br /&gt;
* To prevent engineers building over the entire map, use the [[Emp_info_params]] entity.&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_eng_restrict&amp;diff=1993</id>
		<title>Emp eng restrict</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_eng_restrict&amp;diff=1993"/>
		<updated>2006-04-14T21:01:58Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Entity_Index|Entity Index]] &amp;gt; Emp_eng_restrict}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A Brush Entity used to restrict engineers of a certain team from building walls &#039;&#039;&#039;or&#039;&#039;&#039; any structure in certain areas. &lt;br /&gt;
== Properties ==&lt;br /&gt;
*; Name : The name that other entities refer to this entity by.&lt;br /&gt;
*; Prevent NF Engineer Building : Select restrictions for the Northern Faction engineers from being able to build when touching this brush.&lt;br /&gt;
*; Prevent Brenodi Engineer Building : Select restrictions for the Brenodi Empire engineers from being able to build when touching this brush.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Use with the Nodraw texture. &lt;br /&gt;
* To prevent engineers building over the entire map, use the [[emp_info_params]] entity.&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_eng_map_brush&amp;diff=1992</id>
		<title>Emp eng map brush</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_eng_map_brush&amp;diff=1992"/>
		<updated>2006-04-14T20:54:47Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Entity_Index|Entity Index]] &amp;gt; Emp_eng_map_brush}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Entity used for Engineer Buildable Structures in [http://empiresmod.info/index.php/Main_Page Empires] maps. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
*; Name : Name of the Entity&lt;br /&gt;
*; Number of the Parent Capture Point : If this entity is to be enabled/disabled in association with the capture/loss of a capture point, input the associated capture point&#039;s number (defined in the capture point&#039;s properties)&lt;br /&gt;
*; Initial Owner : This is the team that initially owns the object.  &lt;br /&gt;
*; Changes Ownership : This option affects automatic enabling/disabling from an automated capture point.  If no, this object will be disabled when the other team holds the capture point and enable when the initial owner recaptures the point.  If yes, this object will change teams as the capture point is captured.&lt;br /&gt;
*; Raises Object on Build : If yes, this entity will start at only 25% of its final height and will raise up to its full height as it&#039;s built.  It&#039;s a good effect for tall objects like walls.&lt;br /&gt;
*; Solid on Spawn : Does this entity start solid or does it need to be fully built first?&lt;br /&gt;
*; Visible to Enemy When Not Built : Can players of the enemy team see this object if it hasn&#039;t been fully built yet (if &#039;Solid On Spawn&#039; is yes [above], then this is ignored).&lt;br /&gt;
*; Time to Respawn : Time in seconds for the object to respawn and be buildable again after being destroyed.  A time of 0 seconds will never respawn until it is disabled and/or changes teams.&lt;br /&gt;
*; Structures&#039;s Initial Health : The initial health of the object on spawn.&lt;br /&gt;
*; Initial Health : The maximum health of the object and when it becomes fully built after being repaired by an engineer.&lt;br /&gt;
*; Only Grenadier can Harm : If yes, then only the grenadier can harm this object, and his rpg does normal damage.  Use this for creating obstacles in your map that only grenadiers can get through.  If no, then enemy engineers can deconstruct it, and all blast&lt;br /&gt;
*; Solid on Respawn : After this is destroyed and it respawns, does this entity start solid or does it need to be fully built first?&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*  Can only be used as a brush entity.&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_eng_map_brush&amp;diff=1991</id>
		<title>Emp eng map brush</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_eng_map_brush&amp;diff=1991"/>
		<updated>2006-04-14T20:53:48Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Entity_Index|Entity Index]] &amp;gt; Emp_eng_map_brush}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Entity used for Engineer buildable structures in [http://empiresmod.info/index.php/Main_Page Empires] maps. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
*; Name : Name of the Entity&lt;br /&gt;
*; Number of the Parent Capture Point : If this entity is to be enabled/disabled in association with the capture/loss of a capture point, input the associated capture point&#039;s number (defined in the capture point&#039;s properties)&lt;br /&gt;
*; Initial Owner : This is the team that initially owns the object.  &lt;br /&gt;
*; Changes Ownership : This option affects automatic enabling/disabling from an automated capture point.  If no, this object will be disabled when the other team holds the capture point and enable when the initial owner recaptures the point.  If yes, this object will change teams as the capture point is captured.&lt;br /&gt;
*; Raises Object on Build : If yes, this entity will start at only 25% of its final height and will raise up to its full height as it&#039;s built.  It&#039;s a good effect for tall objects like walls.&lt;br /&gt;
*; Solid on Spawn : Does this entity start solid or does it need to be fully built first?&lt;br /&gt;
*; Visible to Enemy When Not Built : Can players of the enemy team see this object if it hasn&#039;t been fully built yet (if &#039;Solid On Spawn&#039; is yes [above], then this is ignored).&lt;br /&gt;
*; Time to Respawn : Time in seconds for the object to respawn and be buildable again after being destroyed.  A time of 0 seconds will never respawn until it is disabled and/or changes teams.&lt;br /&gt;
*; Structures&#039;s Initial Health : The initial health of the object on spawn.&lt;br /&gt;
*; Initial Health : The maximum health of the object and when it becomes fully built after being repaired by an engineer.&lt;br /&gt;
*; Only Grenadier can Harm : If yes, then only the grenadier can harm this object, and his rpg does normal damage.  Use this for creating obstacles in your map that only grenadiers can get through.  If no, then enemy engineers can deconstruct it, and all blast&lt;br /&gt;
*; Solid on Respawn : After this is destroyed and it respawns, does this entity start solid or does it need to be fully built first?&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*;  Can only be used as a brush entity&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=1990</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=1990"/>
		<updated>2006-04-14T20:42:27Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: /* Important Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Empires.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Welcome to the Empires Mod wiki, home to documentation, guides, tips, and other useful information for players and developers. The contents of this site are maintained and policed by the community for the better of the whole, please be considerate and enjoy what others have spent much time putting together for everyone.&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Download|Download Empires]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;{{Tip|Join &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod-docs/ #empiresmod-docs]&#039;&#039;&#039; to assist with writing documentation, or idle in the main channel for Empires Mod which is &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod/ #empiresmod]&#039;&#039;&#039;Show your support and stay up to date with Empires. Both channels are on the &#039;&#039;&#039;[irc://irc.gamesurge.net/ GameSurge]&#039;&#039;&#039; Irc Network }}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|width=&amp;quot;50%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #ffc9c9; color: #000; background-color: #fff3f3&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
The following pages are of general interest to players.&lt;br /&gt;
* [[Empires Mod|What is Empires Mod?]]&lt;br /&gt;
* [[FAQ|Empires Mod FAQ]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Maps]]&lt;br /&gt;
* [[Squads]]&lt;br /&gt;
* [[Commanding]]&lt;br /&gt;
* [[Structures|Structures and Building]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
&lt;br /&gt;
== Classes and Skills ==&lt;br /&gt;
Empires Mod features four different classes, each with unique abilities.&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Rifleman]]&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
Additionally, with experience, players can gain ranks, opening up new [[Skills]] that grant special or improved abilities.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; color: #000; background-color: #f0f0ff&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: right; text-align: left; float: right; padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Developer Documentation ==&lt;br /&gt;
The following pages contain information useful to the developers, mappers, modelers, and other contributors to the mod.&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Modeling]]&lt;br /&gt;
&lt;br /&gt;
== Servers ==&lt;br /&gt;
* [[Server List]]&lt;br /&gt;
* [[Dedicated Server Setup]]&lt;br /&gt;
* [[Server Optimization]]&lt;br /&gt;
&lt;br /&gt;
== Important Links ==&lt;br /&gt;
* [http://empiresmod.com/ Empires Mod Webpage]&lt;br /&gt;
* [http://empires.cw-hosting.net/cgi-bin/ikonboard.pl Empires Forum]&lt;br /&gt;
* [http://empiresmod.com/download.php Empires Downloads]&lt;br /&gt;
* [[Empires IRC]]&lt;br /&gt;
* [[Clan Listing]]&lt;br /&gt;
* [http://www.empiresuniverse.com/ Empires Universe]&lt;br /&gt;
&lt;br /&gt;
== Wiki Stuff ==&lt;br /&gt;
* [[Helping Out]]&lt;br /&gt;
* [[To Do]]&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Contents#For_editors Wiki Editing Manual]&lt;br /&gt;
* [[Templates]]&lt;br /&gt;
* [[Subdomains]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=1989</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=1989"/>
		<updated>2006-04-14T20:41:14Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Empires.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Welcome to the Empires Mod wiki, home to documentation, guides, tips, and other useful information for players and developers. The contents of this site are maintained and policed by the community for the better of the whole, please be considerate and enjoy what others have spent much time putting together for everyone.&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Download|Download Empires]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;{{Tip|Join &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod-docs/ #empiresmod-docs]&#039;&#039;&#039; to assist with writing documentation, or idle in the main channel for Empires Mod which is &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod/ #empiresmod]&#039;&#039;&#039;Show your support and stay up to date with Empires. Both channels are on the &#039;&#039;&#039;[irc://irc.gamesurge.net/ GameSurge]&#039;&#039;&#039; Irc Network }}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|width=&amp;quot;50%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #ffc9c9; color: #000; background-color: #fff3f3&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
The following pages are of general interest to players.&lt;br /&gt;
* [[Empires Mod|What is Empires Mod?]]&lt;br /&gt;
* [[FAQ|Empires Mod FAQ]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Maps]]&lt;br /&gt;
* [[Squads]]&lt;br /&gt;
* [[Commanding]]&lt;br /&gt;
* [[Structures|Structures and Building]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
&lt;br /&gt;
== Classes and Skills ==&lt;br /&gt;
Empires Mod features four different classes, each with unique abilities.&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Rifleman]]&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
Additionally, with experience, players can gain ranks, opening up new [[Skills]] that grant special or improved abilities.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; color: #000; background-color: #f0f0ff&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: right; text-align: left; float: right; padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Developer Documentation ==&lt;br /&gt;
The following pages contain information useful to the developers, mappers, modelers, and other contributors to the mod.&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Modeling]]&lt;br /&gt;
&lt;br /&gt;
== Servers ==&lt;br /&gt;
* [[Server List]]&lt;br /&gt;
* [[Dedicated Server Setup]]&lt;br /&gt;
* [[Server Optimization]]&lt;br /&gt;
&lt;br /&gt;
== Important Links ==&lt;br /&gt;
* [http://empiresmod.com/ Empires Mod Webpage]&lt;br /&gt;
* [http://empires.cw-hosting.net/cgi-bin/ikonboard.pl Empires Forum]&lt;br /&gt;
* [http://empiresmod.com/download.php Empires Downloads]&lt;br /&gt;
* [[Empires IRC]]&lt;br /&gt;
* [[Clan Listing]]&lt;br /&gt;
&lt;br /&gt;
== Wiki Stuff ==&lt;br /&gt;
* [[Helping Out]]&lt;br /&gt;
* [[To Do]]&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Contents#For_editors Wiki Editing Manual]&lt;br /&gt;
* [[Templates]]&lt;br /&gt;
* [[Subdomains]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=1988</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Main_Page&amp;diff=1988"/>
		<updated>2006-04-14T20:39:05Z</updated>

		<summary type="html">&lt;p&gt;Solokiller: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Empires.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Welcome to the Empires Mod wiki, home to documentation, guides, tips, and other useful information for players and developers. The contents of this site are maintained and policed by the community for the better of the whole, please be considerate and enjoy what others have spent much time putting together for everyone.&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Download|Download Empires]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;{{Tip| Join the &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod-docs/ #empiresmod-docs]&#039;&#039;&#039; channel to assist with writing documentation, or idle in the main channel for Empires Mod which is &#039;&#039;&#039;[irc://irc.gamesurge.net/empiresmod-docs/ #empiresmod]&#039;&#039;&#039;. Show your support and stay up to date with Empires. Both channels are on the [irc://irc.gamesurge.net/ GameSurge] Irc Network }}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|width=&amp;quot;50%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #ffc9c9; color: #000; background-color: #fff3f3&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
== General Information ==&lt;br /&gt;
The following pages are of general interest to players.&lt;br /&gt;
* [[Empires Mod|What is Empires Mod?]]&lt;br /&gt;
* [[FAQ|Empires Mod FAQ]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Maps]]&lt;br /&gt;
* [[Squads]]&lt;br /&gt;
* [[Commanding]]&lt;br /&gt;
* [[Structures|Structures and Building]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
&lt;br /&gt;
== Classes and Skills ==&lt;br /&gt;
Empires Mod features four different classes, each with unique abilities.&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Rifleman]]&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
Additionally, with experience, players can gain ranks, opening up new [[Skills]] that grant special or improved abilities.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;border: 1px solid #c6c9ff; color: #000; background-color: #f0f0ff&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: right; text-align: left; float: right; padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Developer Documentation ==&lt;br /&gt;
The following pages contain information useful to the developers, mappers, modelers, and other contributors to the mod.&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Modeling]]&lt;br /&gt;
&lt;br /&gt;
== Servers ==&lt;br /&gt;
* [[Server List]]&lt;br /&gt;
* [[Dedicated Server Setup]]&lt;br /&gt;
* [[Server Optimization]]&lt;br /&gt;
&lt;br /&gt;
== Important Links ==&lt;br /&gt;
* [http://empiresmod.com/ Empires Mod Webpage]&lt;br /&gt;
* [http://empires.cw-hosting.net/cgi-bin/ikonboard.pl Empires Forum]&lt;br /&gt;
* [http://empiresmod.com/download.php Empires Downloads]&lt;br /&gt;
* [[Empires IRC]]&lt;br /&gt;
* [[Clan Listing]]&lt;br /&gt;
&lt;br /&gt;
== Wiki Stuff ==&lt;br /&gt;
* [[Helping Out]]&lt;br /&gt;
* [[To Do]]&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Contents#For_editors Wiki Editing Manual]&lt;br /&gt;
* [[Templates]]&lt;br /&gt;
* [[Subdomains]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Solokiller</name></author>
	</entry>
</feed>