Mapping wiki › MED v2 features

πŸ› οΈ What is new in MED v2

MED v2 is the TAC MED with bigger limits, autosave, crash files, Import Binary Mission and a stack of crash fixes. Everything it adds, in one place.

Bigger limits

Before (Biggy's bigger-limits MED)MED v2
Objects16,19249,152
Tiles12,28832,000
Events2561,024
Waypoint lists128up to 250

It also reads the TAC game files past 2 GB (after the September TAC update the old MED could not).

The game itself only has room for 128 waypoint lists. MED v2 saves lists 128 and up in an extra block at the end of the .bms that a normal server ignores; only a server patched to read that block uses them. Ask in TAC Mappers HQ before building a map that needs more than 122 lists (123-127 are reserved by the game).

Since TEST12, every event picker (the Event Number list in Event Trigger, and the event list in actions like Reset Event) lists all 1,024 events. Before TEST12 they stopped at event 255, and opening a trigger on an event above 255 showed event 0; pressing OK saved it as event 0. If you edited such a trigger with an older MED, check it still points at the right event. The game itself always handled event numbers above 255.

Autosave

Every 5 minutes MED saves a copy of each page that has objects, next to your map:

Your own map file is never touched: MED still asks you to save as normal. A map you have never saved goes next to JOTACmed as MED_untitled_page1_autosave1.mis. Switch it on or off with File › Autosave every 5 minutes; MED remembers your choice.

If MED crashes

To recover: open the _crash.mis (or an _autosave), check it, then Save As your map's name.

Import Binary Mission

File › Import Binary Mission (.bms)... turns a .bms back into an editable map: <name>_imported.mis (and .til) next to the .bms, opened straight away.

Tested on 21 original NovaLogic maps: every object, event, waypoint list, area trigger, bounding box and tile came back identical.

Import Nile Project

File › Import Nile Project (.npj / .npz)... turns a Nile project into a MED map: <name>_imported.mis next to the project, opened straight away. Place things in Nile's 3D view, then do the finishing touches in MED.

Tested on the stock Nile map Tanah Highlands (ASP_G7): imported, exported from MED and played in Joint Ops, all 1,193 buildings sat within 5 cm of where the game puts them when it loads the Nile project itself. All 42 Nile maps we have import, including the TAC ones and Cm's CentralVillage.

Solid 3D view and cut-away

The 3D Wireframe view draws every edge of every model at once, which turns a building into a tangle of lines. Select an object and click Solid 3D (next to 3D Wireframe): every surface is filled in and shaded by the way it faces, with dark outlines on the edges, and nearer surfaces hide the ones behind. No textures: the selected object is yellow, the rest grey, as before.

The same barracks in 3D Wireframe, Solid 3D, and Solid 3D with the cut-away at 2 m showing the hall inside
Damai's barracks: 3D Wireframe, Solid 3D, and Solid 3D with the cut-away at 2 m. Click to enlarge.

MED's 3D view always looks at the selection from outside (there is no camera you can walk inside with), so to see in, you slice the top off:

Night Mission and Start with NVG

Two boxes in Edit › General Information, checked against the game's own code:

Group 1 is every player

The game puts every human player in group 1, whatever their team, and never puts anyone in group 2. The old default names "Blue Players" / "Red Players" made that look like teams; since TEST15 new maps call them All Players and Group 2 (maps with names keep them). So a Group 1 Is Within Area trigger fires for a player of either team.

For one team only, count each team in the area with the map's WAC and trigger on a Mission Variable:

set(V10, 0)
set(V11, 0)
GLOOP G_blueplayers
  IF SSNarea(player, 17) THEN inc(V10) END
END
GLOOP G_redplayers
  IF SSNarea(player, 17) THEN inc(V11) END
END

V10 = living Blue players in area 17 right now, V11 = Red. In MED, use the trigger Mission Variable 10 with > 0 (MED's variable numbers are the WAC's V numbers). Area 17 = the area's number in MED. See WAC basics. Not yet run in a live match.

Map Colours

General Information › Map Colours: the map's own fog, horizon, sun, sky, ground and lightning colours. Full guide: Map Colours in MED.

Fixes