SAM maps: How to make them.
Posted: Fri May 22, 2009 12:31 am
This is a short list what to do and what not to do of making a SAM map.
This was compiled by Snoopy and myself:
1. Start with an absolutely clean map; not even the Mangers Tender Mod. If you want to use the Tenders they should be in the new FPK file, the FPK file shall be placed in the UserMaps folder and the RRT_TrainCars_MAPNAME.XML edited to include them.
2.SCENARIO file. This file is the center of your new map. It is important that the reference to the other files is accurate and has the proper filename:
RRT_Bridges_MAPNAME.XML. (optional)
RRT_Cities_MAPNAME.XML
RRT_Depots_MAPNAME.XML
RRT_Events_MAPNAME.XML (optional)
RRT_Goods.XML(no mapname reference!!)
RRT_Industries_MAPNAME.XML –
RRT_Names_MAPNAME.XML
RRT_Scenario_MAPNAME.XML
RRT_TrainCars_MAPNAME.XML
RRT_Tunnels.XML (no mapname reference!!) (optional)
and the two map files
There are more optional files like:Clutter, Decorations,Eras,Trees,Quayle, which can be safely ignored, but if modified should be referred to by the MAPNAME in the XML filename and placed in the Map folder.
(WARNING!: Never leave a modified file in the original Firaxis directory!)
3.BRIDGES. Used only if the Bridges XML file is modified. The filename is RRT_Bridges_MAPNAME.XML.
4.CITIES. Here you can adjust the city size. (You can have more than the four Village, Town, City, Metropolis. Check in the Utah Scenario for how-to ideas). You can adjust the city Resource Input and Output to reflect the scenario goals.
5. DEPOTS: are not essential until you have an Annex that is not in the basic Firaxis game. Once you have a new Building Block Annex, then you have to list the Firaxis Annexes as a one liner and add a full listing for the new Annex. All the Depots and Annexes used in the scenario, including the Depot, Station and Terminal should be listed. Call the file RRT_Depots_MAPNAME.XML. The FPK file of the new BB_Annex should go in the UserMaps folder, and the BuildigBlock XML should be added to the RRT_Depots_MAPNAME.XML file.
6. EVENTS. If you wanr to include an Events XML, be sure to use only Events that relate to Goods used in your map. The filename is: RRT_Events_MAPNAME.XML
7. GOODS File: You should start with a complete list and full copy of all the Firaxis file, then remove any Goods you do not need. (If you do not do this, ALL the Goods will show up in the Goods list for the map.) You can rename the “<szName>” or change the price of the good. Place New Building Block Goods FPK in the UserMaps folder and add the XML in to the “RRT_Goods.XML”
8. INDUSTRIES: You have to list all the industries used in the scenario. The list should include the
“<szName>’ line only, plus all the modifications, changed production line, location etc.
The file name should be RRT_Industries_MAPNAME.XML. The Building Block’s FPK should be placed in the UserMaps folder and the Building Block’s XML added to the RRT_Industries_MAPNAME.XML file.
9. NAMES: The names of you cities are listed here. If you use the Terrain Editor it will appear automatically.
If you plan to install new TRAINS (engines) then you have to have starting line <RRTTrains> and ending line </RRTTrains> with the TextKey <TextKey>NEW ENGINE</TextKey> for the new engines in between them.
<RRTTrains>
<TextKey>
<Tag>TAG_NAME_BR_SUPERCHIEF_YELLOW</Tag>
<Text>Sante Fe Super Chief</Text>
<Gender>M</Gender>
</TextKey>
</RRTTrains>
10. TRAINCARS: are not essential until you have a TrainCar that is not in the basic Firaxis game. Once you have a new Building Block TrainCar, then you have to list it as a one liner all the TrainCars used in the Scenario. Call the file RRT_TrainCars_MAPNAME.XML. The FPK file of the new BB_TrainCar should go in the UserMaps folder and the Building Block XML should be added to the RRT_TrainCars_MAPNAME.XML.
It would be best to use a three-line version of train cars. First, if you don't, the game will load all the cars. Second, if someone downloading the map wants to add tenders or second units, they would have to add the whole file. It it easier to add the cars you need and go from there.
11. TUNNELS. Used only if the Tunnels XML file is modified. The filename is: RRT_Tunnels.XML (no mapname reference!!)
BUILDING BLOCKS. New industries, Goods, Trains etc. are posted in the Building Block files. There are two parts in most of them. (Some have no FPK file) The FPK file should be placed in the UserMaps folder, and the XML added to the appropriate XML file. Do not to add the first and last lines of the BB XML. It will cause a problem.
No added Building Blocks can be added as a one liner. Doing so will not give the game any information about the BB. You MUST use the full listing minus the first line, last line and blank lines, with locations and modified productions added if needed
BLANK LINES. Blank lines in your files can cause unforeseen trouble. REMOVE THEM.
FPK FILE SETUP. This is optional but highly recommended: If you know how to handle the PakBuild program: create a folder called MAPNAME_FPK. Open all the FPKs into it, then use the program called PakBuild to put them all into one FPK. It will be called Pak0.fpk. Rename this as MAPNAME.fpk and zip it and the SAM folder into a ZIP called MAPNAME_SAM.zip.
Jancsika
This was compiled by Snoopy and myself:
1. Start with an absolutely clean map; not even the Mangers Tender Mod. If you want to use the Tenders they should be in the new FPK file, the FPK file shall be placed in the UserMaps folder and the RRT_TrainCars_MAPNAME.XML edited to include them.
2.SCENARIO file. This file is the center of your new map. It is important that the reference to the other files is accurate and has the proper filename:
RRT_Bridges_MAPNAME.XML. (optional)
RRT_Cities_MAPNAME.XML
RRT_Depots_MAPNAME.XML
RRT_Events_MAPNAME.XML (optional)
RRT_Goods.XML(no mapname reference!!)
RRT_Industries_MAPNAME.XML –
RRT_Names_MAPNAME.XML
RRT_Scenario_MAPNAME.XML
RRT_TrainCars_MAPNAME.XML
RRT_Tunnels.XML (no mapname reference!!) (optional)
and the two map files
There are more optional files like:Clutter, Decorations,Eras,Trees,Quayle, which can be safely ignored, but if modified should be referred to by the MAPNAME in the XML filename and placed in the Map folder.
(WARNING!: Never leave a modified file in the original Firaxis directory!)
3.BRIDGES. Used only if the Bridges XML file is modified. The filename is RRT_Bridges_MAPNAME.XML.
4.CITIES. Here you can adjust the city size. (You can have more than the four Village, Town, City, Metropolis. Check in the Utah Scenario for how-to ideas). You can adjust the city Resource Input and Output to reflect the scenario goals.
5. DEPOTS: are not essential until you have an Annex that is not in the basic Firaxis game. Once you have a new Building Block Annex, then you have to list the Firaxis Annexes as a one liner and add a full listing for the new Annex. All the Depots and Annexes used in the scenario, including the Depot, Station and Terminal should be listed. Call the file RRT_Depots_MAPNAME.XML. The FPK file of the new BB_Annex should go in the UserMaps folder, and the BuildigBlock XML should be added to the RRT_Depots_MAPNAME.XML file.
6. EVENTS. If you wanr to include an Events XML, be sure to use only Events that relate to Goods used in your map. The filename is: RRT_Events_MAPNAME.XML
7. GOODS File: You should start with a complete list and full copy of all the Firaxis file, then remove any Goods you do not need. (If you do not do this, ALL the Goods will show up in the Goods list for the map.) You can rename the “<szName>” or change the price of the good. Place New Building Block Goods FPK in the UserMaps folder and add the XML in to the “RRT_Goods.XML”
8. INDUSTRIES: You have to list all the industries used in the scenario. The list should include the
“<szName>’ line only, plus all the modifications, changed production line, location etc.
The file name should be RRT_Industries_MAPNAME.XML. The Building Block’s FPK should be placed in the UserMaps folder and the Building Block’s XML added to the RRT_Industries_MAPNAME.XML file.
9. NAMES: The names of you cities are listed here. If you use the Terrain Editor it will appear automatically.
If you plan to install new TRAINS (engines) then you have to have starting line <RRTTrains> and ending line </RRTTrains> with the TextKey <TextKey>NEW ENGINE</TextKey> for the new engines in between them.
<RRTTrains>
<TextKey>
<Tag>TAG_NAME_BR_SUPERCHIEF_YELLOW</Tag>
<Text>Sante Fe Super Chief</Text>
<Gender>M</Gender>
</TextKey>
</RRTTrains>
10. TRAINCARS: are not essential until you have a TrainCar that is not in the basic Firaxis game. Once you have a new Building Block TrainCar, then you have to list it as a one liner all the TrainCars used in the Scenario. Call the file RRT_TrainCars_MAPNAME.XML. The FPK file of the new BB_TrainCar should go in the UserMaps folder and the Building Block XML should be added to the RRT_TrainCars_MAPNAME.XML.
It would be best to use a three-line version of train cars. First, if you don't, the game will load all the cars. Second, if someone downloading the map wants to add tenders or second units, they would have to add the whole file. It it easier to add the cars you need and go from there.
11. TUNNELS. Used only if the Tunnels XML file is modified. The filename is: RRT_Tunnels.XML (no mapname reference!!)
BUILDING BLOCKS. New industries, Goods, Trains etc. are posted in the Building Block files. There are two parts in most of them. (Some have no FPK file) The FPK file should be placed in the UserMaps folder, and the XML added to the appropriate XML file. Do not to add the first and last lines of the BB XML. It will cause a problem.
No added Building Blocks can be added as a one liner. Doing so will not give the game any information about the BB. You MUST use the full listing minus the first line, last line and blank lines, with locations and modified productions added if needed
BLANK LINES. Blank lines in your files can cause unforeseen trouble. REMOVE THEM.
FPK FILE SETUP. This is optional but highly recommended: If you know how to handle the PakBuild program: create a folder called MAPNAME_FPK. Open all the FPKs into it, then use the program called PakBuild to put them all into one FPK. It will be called Pak0.fpk. Rename this as MAPNAME.fpk and zip it and the SAM folder into a ZIP called MAPNAME_SAM.zip.
Jancsika