SAM maps: How to make them.

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Jancsika
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SAM maps: How to make them.

Post by Jancsika » 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

prk166
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Joined: Sat Oct 17, 2009 12:34 am

Re: SAM maps: How to make them.

Post by prk166 » Wed Oct 21, 2009 11:30 pm

Thanks!

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CalmDragon
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Re: SAM maps: How to make them.

Post by CalmDragon » Fri Oct 23, 2009 1:32 am

When i create any XML, even for goods or tunnels, I'll use the map scenario name in the XML name too. But that is just me, and not for a SAM. I have to make sure it is referenced properly in the scenario file too.
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Jancsika
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Re: SAM maps: How to make them.

Post by Jancsika » Fri Oct 23, 2009 3:22 am

If you use Mapname in the Goods then it is not a SAM any more. It will not work. Have you tried it that way?
I thought that that's the main criteria of a SAM map.
Jancsika

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CalmDragon
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Re: SAM maps: How to make them.

Post by CalmDragon » Fri Oct 23, 2009 4:43 am

I refer you to the post above.
motherboard : Asus P5N-E SLI
processor: Dual Core 2.4 GHz
memory : 2046MB
video card: GeForce 8800GTS 640MB
operating system: winxp media
Display: 24" Dell at 1920x1200

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karsten
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Re: SAM maps: How to make them.

Post by karsten » Fri Oct 23, 2009 5:11 am

A "Tunnels" XML including Mapname will be ignored. Won't do any damage, but won't influence the game either.

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Lowell
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Re: SAM maps: How to make them.

Post by Lowell » Wed Jul 18, 2012 7:05 pm

The Tunnels files work on my new files I made for the Basin maps. You must use "both" the scenario and global files for them to work and be written in a saved game file.
Works great and fixs the missing tunnels problem this game has. Try downloading the files I just posted for the Basin fix and try and use those...you will see they work and save in game just fine as well.
Right now I am making a new red brick type tunnel. I am about halfway through...I need to make a couple more files for the double and tripple type sized tunnels. Then the set will be complete and no stone tunnels just all brick. Other models can also be made.

Brick Tunnel Model...
Image

Jediron
Posts: 10
Joined: Fri Jan 21, 2011 3:52 am

Re: SAM maps: How to make them.

Post by Jediron » Wed Aug 27, 2014 11:32 am

Goods list: do i only need to put in the goods list there so that cities pay for them when you bring them in?

Only want a simple scenario that works for my new map (netherlands) and for now don't want to mess with difficult scenario-mess.

Because it all looks very confusing now. Aldo you show which files are needed, i really like to know HOW to do this exactly.

Too bad there is not one modders video tutorial, who shows what needs to be done to let goods work in railroads.

snoopy55
Posts: 1962
Joined: Mon Nov 06, 2006 5:13 am
Location: Centralia, Ill, USA

Re: SAM maps: How to make them.

Post by snoopy55 » Thu Oct 30, 2014 11:03 pm

These are Jancsika's instructions rewritten without the FPK references as FPKs are not really used anymore. There may be a few other minor items also as time and research have brought thing to light:

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 folder with the BB, the folder should 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
RRT_Goods.XML(no mapname reference!! And use The full Listing.)
RRT_Industries_MAPNAME.XML – (Use The full Listing.)
RRT_Names_MAPNAME.XML
RRT_Scenario_MAPNAME.XML
RRT_TrainCars_MAPNAME.XML
RRT_Trains_MAPNAME.xml (Use The full Listing.)
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 add a Out-of-town Indusrty Mod to your map.
Once you have a new Building Block Annex, then you have to list the original Annexes for Out-of-town Industries included in your map 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 folder 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 want to include an Events XML, be sure to use only Events that relate to Goods used in your map. Do not use the US and the Europe events for the same Good. The filename is: RRT_Events_MAPNAME.XML

7. GOODS File: You should start with a Complete Full List(Do not use the 3 line type listing.) and copy of all the goods from the Firaxis file Goods.xml, 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 files in your UserMaps folder and add the XML into 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 folders 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 any original TrainCar you use as at least three liners.
Call the file RRT_TrainCars_MAPNAME.XML. The folder 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. TRAINS: are not essential unless you have a Train that is not in the basic Firaxis game.
Once you have a new Engine Building Block, then you list any original Train you use with the Full Listing. (It Will save problems later)
The folder of the new BB_Trains should go in the UserMaps folder and the Engine Building Block XML should be added to the RRT_Trains_MAPNAME.XML. (It would be best to use a Full Listing version of trains.)
Second, if you want to add tenders or second units, then you would have to add the whole set of files and add the XML codes to the Trains.xml and Traincars.xml. (It it easier to add the Trains you need one at a time and test each one and then go on from there.)

12. 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. The folders should be placed in the UserMaps folder, and the XML added to the appropriate XML file.
Do not 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 any blank lines, with locations and modified productions added if needed

BLANK LINES. Blank lines in your files can cause unforeseen trouble. REMOVE THEM.
I'm correct 97% of the time..... who cares about the other 4%....

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