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| Joint Operations - Tactics, Strategy and Missions Discussion Discussion about tactics, strategy and mission planning for Joint Operations in this forum. |
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#1 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,600
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Beginner's Guide to NILE
NovaLogic has designed a new editor for Joint Operations called the NovaLogic Interactive Level Editor (NILE). So far, the beta version has been released and frequent updates will follow. The information in this guide may be outdated but the basic concept of creating a map should still apply. This guide will teach some workflow tips and the outline of an Advance and Secure (AAS) map.
Interface This is a typical layout of the NILE interface. It can be customized if it does not suit your needs. Take note of the hotkeys for any functions. They can greatly speed up workflow. ![]() 1 – These buttons are for changing the speed of camera movement in the viewport. The rabbit is fast movement and the turtle is slow movement. The third button will use acceleration for the camera’s movement. Hotkeys: F5, F6, F7 2 – These buttons will change the viewport between 2D and 3D. Hotkeys: F2, F3 3 – These buttons may come in handy. Starting from the left: String Table Resource Editor, Waypoint List, Center View On Object, Tie Camera Views and Default Tool. The String Table Resource Editor and Waypoint List are not used when creating an AAS map. Center View On Object is useful when selecting objects using the palette instead of the viewport. Tie Camera Views can link viewports (when Zoom View is unchecked), so that when the camera is moved in one view, the camera will also move in the linked views. Viewport movement may be choppy and slow when this feature is used. The Default Tool is the tool that is selected as default in the External Tools settings. No default tool is selected when NILE is installed. Other external tools can be added such as the Joint Operations executable. 4 – These are the tool buttons. They modify the mouse functions. Starting on the left: Select, Move, Rotate, Group Select, Zoom, and Pan. Select must be used when selecting objects in the viewport. When another tool is selected, objects can not be selected through the viewport. Move will work in 2D and 3D but will not allow elevation adjustments. Rotate will rotate the object left and right (Theta). Holding Shift will tilt the object left and right (Omega). Control will tilt the object forward and backward (Phi). Group Select, Zoom and Pan are only available in 2D view. Zoom can also be done by using the mouse wheel. Pan can also be done by holding the spacebar. Hotkeys: 1, 2, 3, 4, 5, 6 (not numpad) 5 – Grid Spacing and Grid Snaps can only be used in 2D view. Grid Spacing can define grids on the 2D views. Setting a value of zero for X or Z will turn grids off. Grid Snaps will snap an object, while using Move, to where lines intersect. 6 – These buttons are for manipulating tiles. They are accessible when the Tile Palette is in use and the selected view is in 2D. Starting from the left: Tile Layer Down, Tile Layer Up, Rotate Counter-Clockwise, Rotate Clockwise, Flip Horizontally, and Flip Vertically. ![]() The viewport can be customized to show four, two or one view. Right-click in the viewport to access various settings. Turning on Zoom View will enlarge the currently selected view. Experiment to find a comfortable setup. Try using Picture-In-Picture (PIP). Set up one view in 2D then turn on PIP. Turn the viewport back to 3D. Now, the PIP window acts like a mini-map. Try out four views with camera ties. Set one view as 2D and another as 3D then tie the viewports together. The editor is in beta status and NovaLogic is continually working on the editor, therefore, there will be many updates. Be sure to update your editor once it is installed. It may be wise to create a backup of the editor directory before performing an update in case the update does more harm than good. To perform an update, run the updater from within NILE. Help -> Update Or, you can run the update executable in the NILE installation directory. Also, save your work regularly (Ctrl+ S) because the program may crash unexpectedly. Starting a Map The first action to start a new map is to set the terrain variables. The Terrain Variables is where you can customize the environment. Access it by: Mission -> Terrain Variables... The Terrain File and Environment File settings are the most important to starting a map. The former is a list of all maps that come with Joint Operations. There may be a way to import your own heightmaps but this is not the guide’s focus. The latter setting is important to set a skybox (a texture for the sky) and fills in the rest of the variables. A simple procedure is to set a viewport to 3D and then go to the Terrain Variables. Set a Terrain File and Environment File then click OK. Once the terrain is loaded, go back and tweak the remainder variables. As variables are altered, the viewport will update. ![]() Sky Height – Sets how high the ceiling is for the map. Mainly affects helicopters. Sky Speed – Sets how fast clouds move. Time of Day – The time is in 24h format. Time Rate – The speed at which the day cycles. Fog Distance – The distance in meters at which fog begins. Fog Type – This can be used to change the way fog appears. Exponential will be a little foggy close to the player and gradually become very foggy. Linear will be much clearer closer to the player. The 25% and 50% variants will be even clearer closer to the player. Water Level – The height in meters where the water surface begins. Creative use of this setting will dramatically change the look of a map. Water Color – This is the color of the water and does not affect the clarity of it. Water Murk – This will change the clarity of the water. A higher number will be murkier water. Once the terrain variables have been set, the level properties have to be set. Access it by: Mission -> Level Properties... ![]() The only setting of importance is the game type. Set this to Advance & Secure. The other properties do not apply to AAS. The mission name has not been implemented and will not show during the map loading screen. Grids and Snapping Grids are useful for precisely aligning objects or estimating distances. Grid snapping is the main reason for using grids. Grids are only available in 2D mode. When constructing custom buildings, it is often necessary to turn on grids and snapping. To turn on grids, click on the Grid Setup button while the current view is in 2D mode. Enter a number for X and Z. Most objects are in whole meter increment sizes so 1 is recommended. Now, click on the Grid Snap To button. This will enable snapping for tiles and objects when in Move mode. Snapping cannot be used when inserting tiles and objects. ![]() Palettes The Objects tab is a nice way of looking at all the objects, especially in tree view. However, once a lot of objects are placed, it becomes difficult to sift through the list of objects. Be sure to assign objects to groups to alleviate this problem. Do this by right-clicking on an object in the list then click Group... A dialog will pop up with the option of choosing a group or you can create new groups. Try grouping objects by location or at least by team so that selecting objects is easier. Note: Grouping objects in version .49 seems to crash NILE. It has been fixed in version .50. ![]() Play Profiling will come in handy for play-testing. It allows games to be recorded and played back in NILE. Visit the NovaWorld forums for information on how to use this feature. The other tabs are not necessary to create an AAS map. Placing Tiles and Objects The Tile Palette can be used to change the map a bit more to your liking. Choose a tile set and tiles will be available for placement. Clicking on Zoom will display fewer tiles at a time but they will be larger. To place a tile, click on it to select it then click on Insert to be able to place tiles on the map. You may have noticed that activating the Tile Palette switched the current view to 2D. It is much easier to place tiles in 2D but you may switch the view back to 3D to place tiles. However, it is not possible to edit tiles, in 3D view, that have already been placed. After a tile has been placed, it can be rotated, flipped, or moved on top or under other tiles. Tiles are selected the same way as objects and can be snapped to grids while moving. Note: When placing a tile, it seems to insert 1m south of the expected position. Placing a tile then switching to a different tile will show the previous tile. This is a cosmetic bug and the correct tile will be placed. Sometimes placed tiles will have grass showing through. The majority of tiles, such as concrete, will not show grass in game despite what is seen in NILE. Also, exiting Insert mode will sometimes leave an extra tile on the map. It is not really there and will disappear when switching to another palette. ![]() The Object Palette is where you can pick objects to place on the map. When an object is selected in the list, a preview will be shown in the bottom. Objects can be placed in either the 2D or 3D view. Objects are in one of eight categories: Building – Almost every building is in this category including armories. Notable exceptions are the spawn bunkers. Decoration – These are essentially miscellaneous objects. Some of them can be used to build custom structures. An object to note is Armory Version #3. This is the box of weapons that are commonly placed in base bunkers. Foliage – All sorts of plants and trees. Marker – These are not objects seen by players. The spawn points for various game types are here. There are also ambient sounds such as birds, insects and urban noise. Object – Some of these objects can be used for mission objectives. The notable objects are the ones with spawn volumes. These must be used when creating a capturable base. There are also armed emplacements such as .50 Cal MG and Mk 19 bunkers. Person – Various characters ranging from civilians to Indonesian rebels to Joint Operations soldiers. Powerup – Ammo and med pack powerups. Vehicle – These are all the vehicles. All vehicles can be used by players. All vehicles that should come with weapons, such as a BTR or Mk 19 jeep, will come with them. Do not be confused by the stand-alone weapons in the Object category. ![]() Editing Objects Once an object has been placed, its attributes may be edited. The following will be examples of editing vehicles and base spawns. Most other objects have similar attributes or will not be used for an AAS map. The first example is editing a vehicle. You may want to change the name to something related to where the vehicle is located. However, grouping the object may suffice. The following descriptions are attributes that will be most often used. These attributes are common to all objects. ![]() X - North/South Y - Elevation Z - East/West Phi - Pitch Theta - Heading Omega - Roll Terrain Align – This button can be used to quickly snap the object to the terrain. It may require fine tuning afterward. Hotkeys: * (snap to water), / (snap to terrain) AIP – This setting is very important for vehicles to behave properly. Version .48 and up automatically set the AIP correctly for vehicles. If the AIP is not set correctly, the vehicle will behave oddly (e.g. Helicopter may not require spin up and has no sound). Team – This attribute is not necessary but is nice to set so that, unoccupied, they show as friendly units on map. They will also be indestructible if Friendly-Fire is off. Team Budget – This may be set so that later in the game the vehicle will not respawn. Color – Clicking on the color box under the Terrain Align button will bring up a color palette. This will be the color of the object’s wire frame in the editor. This can be helpful to distinguish between different types of objects (e.g. trees and buildings). This is a common concrete bunker but is a spawn base because of the Change Team & Spawn Volume property. These are the objects found in the Object category. The attributes set here will determine the direction of base capture, which bases are assigned to which team and the size of the capture zone. ![]() LFP Group – LFP (Linear Focus Point) groups start at numbering at 1 and go as high as required. The first capturable JO base should be set to 1. The next base in succession should be 2 and so forth until you reach the last Rebel base. If you want several bases to be held before the next can be taken, give those bases the same LFP number. Team – 0 is neutral, 1 is JO, 2 is Rebel. Radius – This is size of the capture zone in meters. The viewport updates as the value is edited. Object Population Object Population is a plug-in for NILE and allows mappers to randomly insert object(s). This is useful for inserting foliage, rocks or even people. It is found under: Extensions -> Object Population The following parameter descriptions are the most commonly used to randomly place objects. ![]() Object Palette – Select an object for random population. More than one object can be selected. Object Count – The number of objects, not of each selected, that will be placed. When more than one object is selected, it will still place the same number of objects but they will be randomly selected. Note: Versions prior .50 will have Object Count as the # per 10 square meters. In this case, always use 1. A higher number seems to be too much processing and crashes NILE. Object Yaw, Pitch & Roll – Yaw is the same as the object’s heading. A random value between the Min and Max will be set for the object. Select Area – This will hide the dialog so you can specify an area for object population. Click and drag a rectangle. Populate – Clicking this button will populate the selected area with the parameters specified. If no area is selected, the entire map is considered the selected area. AAS Checklist To sum it all up, the requirements for an AAS map are: • Bases with spawn volumes • Advance & Secure selected as game type • LFP groupings • Default spawnLFP Groupings may be confusing at first so here is a chart to help explain the correct usage. ![]() NovaLogic has created a very simple to use editor. Once the basic navigation skills are learned, it is quite simple to make a map. |
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#3 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2001
Location: Rhode Island, USA
Age: 36
Posts: 8,974
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Re: Beginner's Guide to NILE
I've got basic map creation down, but I'm hung up on a couple simple things..
I've made a practice map with three bases, using LFP order 1, 2 and 3.. Base 1 belongs to Team 1 Base 2 belongs to Team 0 Base 3 belongs to Team 2 In this new version of NILE I can't find the settings for the radius. I also don't have actual Alpha, Bravo and Charlie waypoints/flags. Do these need to be added separately from the actual cbunkers? I'm going to keep toying with it to see if I can figure it out. But I'm itching to make a couple AAS maps.
__________________
Diplomacy is the art of saying "good doggie" while looking for a bigger stick.
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#4 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2001
Location: Rhode Island, USA
Age: 36
Posts: 8,974
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Re: Beginner's Guide to NILE
Okay. never mind.. I used the wrong types of bunkers. I didn't use the cbunkers with change team and spawn volumes... :-(
__________________
Diplomacy is the art of saying "good doggie" while looking for a bigger stick.
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#5 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,600
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Re: Beginner's Guide to NILE
Update your NILE if you haven't been doing it regularly. Lots of new stuff has been fixed and added. Something to note is the new distance measurement tool.
Change Log Oct 22, 2004 - - version 0.61 Fixed time of day rate - version 0.60 Improved memory reporting LFP groups for markers are now saving correctly Team budget values for vehicles are now saving correctly Water color/murk are not saving correctly (GAME update required) Env and Terrain changes no longer dump tiles. Oct 12, 2004 - - version 0.59 Added better memory reporting in memory stats dialog. Oct 11, 2004 - - version 0.58 Added terrain toggle in view elements menu. Removed exponential fog (not supported by engine) Added IFL file generation. Oct 6, 2004 - - version 0.57 Fixed object offset problem (objects placed incorrectly in game. Note that you may need to look at pre .57 missions to verify object placement. Some objects will have moved slightly.) Oct 5, 2004 - - version 0.56 Fixed problem with marking valid expressions as invalid. Fixed problem where Save As… was not changing the target file name. Fixed problem with canceling action creation. Added distance measurement tool. Fixed item selection in events action list. - version 0.55 Fixed some GUI display issues in tab controls. Fixed deleting of waypoint lists. Made first pass at WAC command definition file. Fixed deleting events. Modified if/then dialog boxes, made them much larger. Fixed deleting objects and their effect on waypoint lists and events. Added color coding to indicate broken expressions in the event editor. |
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#6 (permalink) |
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Join Date: Oct 2004
Posts: 109
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Re: Beginner's Guide to NILE
" Fixed problem where Save As… was not changing the target file name."
As a codemonkey, all I can say to this one is "Wow. Just wow." I didn't see it listed, but have they fixed the bug where the PSP radius doesn't show in-game? That one's a pain, as a player. Still, the file saving thing is.... beyond funny. |
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#7 (permalink) |
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Join Date: Mar 2006
Posts: 3
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Re: Beginner's Guide to NILE
Hi guys! Great work putting this tutorial online!!
Still i got some problems setting the PSP in the right order, I've created a AAS map with 5 bases 2 JO, 2 rebel, 1 neutral. A: team 1, LFP 1. B: team 1, LFP 2. C: team 0, LFP 3 D: team 2, LFP 4. E: team 2, LFP 5. If i read Sarcs chart the right way this should be correct, but the bases arent taking over when i test it in LAN mode. Map works fine on 1 Neutral base with normal Blue/Red start. But i intended to create a map with maybe even more then 5 bases. What am i doing wrong here? Kind regards BowieX. I'm the king of COOP, the rest a NOOB. |
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#8 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,600
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Re: Beginner's Guide to NILE
That looks correct. I haven't fiddled with the editor in a long time so I'm not sure if things have changed since I wrote the guide. What happens in LAN mode? The bases don't change sides when you enter the capture zone? And, it works when you have 3 bases but not with 5?
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#9 (permalink) |
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Join Date: Mar 2006
Posts: 3
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Re: Beginner's Guide to NILE
Hi Sarc,
I tried it at first with 2 start points and 1 neutral base and it worked. So I have created a whole map (15 hours of work or so) just to conclude that the bases wont be able to take over. The strange thing is that when i make all bases neutral (team 0) it works fine but it changes to a normal PSP instead. I've followed your chart with 2 jo, 2 neutral, and 2 rebels, and the LFP in the right order. and it wont work. I found someone saying that the radius should be big enough but this doesn't help. I'm not sure that I wanna go through with this, if things won't work the way I intended. But if you guys can give me that little push here, I maybe be able to create some new maps. Who knows. cheers BowieX. |
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#10 (permalink) |
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Join Date: Mar 2006
Posts: 3
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Re: Beginner's Guide to NILE
Hi all, I've found that in another map (War on civie island) that LFP takeovers are in the opposite direction.
ie. team - LFP A: 1 - 3 B: 0 - 2 C: 0 - 2 D: 0 - 2 E: 2 - 1 This will work so i'll give that a try then. Cheers mates. |
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