FlaME -- The Warzone 2100 Map Editor
Re: FlaME -- The Warzone 2100 Map Editor
I'm unable to load tilesets in 1.24 and 1.25.
I've tried doing a fresh install of FlaME and the tile sets, and deleting the settings file. I'm not sure what else to do to troubleshoot this
See attached:
I've tried doing a fresh install of FlaME and the tile sets, and deleting the settings file. I'm not sure what else to do to troubleshoot this
See attached:
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
Re: FlaME -- The Warzone 2100 Map Editor
BlueMaxima, does that happen every time? I couldn't reproduce it.
effigy, it looks like an OpenGL problem. I changed how textures were loaded in 1.24 so it could be something not supported on your graphics card. If you like, try this Windows exe (portable version): I added an OpenGL error check to let it fall back to the old method. I threw in a load more of them that should display if the graphics have any other problems.
effigy, it looks like an OpenGL problem. I changed how textures were loaded in 1.24 so it could be something not supported on your graphics card. If you like, try this Windows exe (portable version): I added an OpenGL error check to let it fall back to the old method. I threw in a load more of them that should display if the graphics have any other problems.
Re: FlaME -- The Warzone 2100 Map Editor
Sorry, Flail, that exe didn't fix my problem. I tried it with 1.24p, 1.25p, and 1.25.
My graphics card is aging, so maybe that's it... it's a Radeon X1300 and is stuck on legacy ATI driver 10.2.
My graphics card is aging, so maybe that's it... it's a Radeon X1300 and is stuck on legacy ATI driver 10.2.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
Re: FlaME -- The Warzone 2100 Map Editor
I have another exe for you to try:
I put mipmap options on the options page. I turned hardware mipmaps off by default.Re: FlaME -- The Warzone 2100 Map Editor
Excellent That one works for me. Thanks FYI, though, I played with the mipmap options, and didn't notice any changes on screen.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
Re: FlaME -- The Warzone 2100 Map Editor
When i import a .wz map with VTOL factories that have two modules (the usual factory modules), those modules are removed with a message of "structure has a wrong number of modules". On the other hand, FlaME allows creating and exporting this sort of maps, and they work well in-game.
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Re: FlaME -- The Warzone 2100 Map Editor
Hi! I can create maps in three minutes, by playing with settings and generator option.
Just tested it, but this one is awesome.
And big thanks to BlueMaxima, who is created a good manual for FlaME.
Just tested it, but this one is awesome.
And big thanks to BlueMaxima, who is created a good manual for FlaME.
Re: FlaME -- The Warzone 2100 Map Editor
Ok.. I cannot stop myself to miss this one.. just too good mood I have
Can you imagine I can make a map in twenty five seconds? Yes that is true I pres Arizona then fill then I fill with any ground then I place two towers and two trucks and two oils on the map and I compile it calling it "nobrainattached" and here it is my new map
But let me say this.. It is not an achievement to make a map by clicking generating buttons a real thing is to do it yourself I mean manually.
In the past which means two years ago FlaMe has seventy percent less option and there was no manutal to it.
It is only due to Gentlemen like Flail13 and Bluemaxima and then mapmakers pointing important things and requests that we have FlaMe as it looks today.
So again thank you and where I send the barrel of wine ?
But I do understand your happiness and enjoyment of making maps
After all it is you who create them and this is fun
Can you imagine I can make a map in twenty five seconds? Yes that is true I pres Arizona then fill then I fill with any ground then I place two towers and two trucks and two oils on the map and I compile it calling it "nobrainattached" and here it is my new map
But let me say this.. It is not an achievement to make a map by clicking generating buttons a real thing is to do it yourself I mean manually.
In the past which means two years ago FlaMe has seventy percent less option and there was no manutal to it.
It is only due to Gentlemen like Flail13 and Bluemaxima and then mapmakers pointing important things and requests that we have FlaMe as it looks today.
So again thank you and where I send the barrel of wine ?
But I do understand your happiness and enjoyment of making maps
After all it is you who create them and this is fun
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
Re: FlaME -- The Warzone 2100 Map Editor
With the later versions of flaME, why does importing a heightmap create a new blank map with that heightmap applied, as opposed to applying the heightmap to the currently open map? It seems counterproductive to me.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
Re: FlaME -- The Warzone 2100 Map Editor
Probably somebody here could help with #3134?
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
Re: FlaME -- The Warzone 2100 Map Editor
It also resizes the map to the dimensions of the heightmap, vs. scaling the heightmap to match.Mysteryem wrote:With the later versions of flaME, why does importing a heightmap create a new blank map with that heightmap applied, as opposed to applying the heightmap to the currently open map? It seems counterproductive to me.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
Re: FlaME -- The Warzone 2100 Map Editor
Greetings Flail13.
Looks like we need more error checking in FLaME.
For starters, it seems to allow placing things too close to the edge of the map.
Also, you need to make sure they have gateways on the map, since on some maps people don't have any and this really screws things up with the AI routines.
For people making maps, check your logs people, when warzone complains about something, there is a good reason for it, and you should fix the map in question.
You should always have gateways. Those are used to help the AI out on where to build things and other important stuff it does.
Once again, DO NOT just rename the wz file to a new name, that can and will break the game. You *must* recompile the map in FlaME with the new name!
Looks like we need more error checking in FLaME.
For starters, it seems to allow placing things too close to the edge of the map.
Also, you need to make sure they have gateways on the map, since on some maps people don't have any and this really screws things up with the AI routines.
For people making maps, check your logs people, when warzone complains about something, there is a good reason for it, and you should fix the map in question.
You should always have gateways. Those are used to help the AI out on where to build things and other important stuff it does.
Once again, DO NOT just rename the wz file to a new name, that can and will break the game. You *must* recompile the map in FlaME with the new name!
/facepalm ...Grinch stole Warzone contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
Super busy, don't expect a timely reply back.
Re: FlaME -- The Warzone 2100 Map Editor
I never make gateways. You should make them in a low oil map usually, but in high oil maps like NTW, not so much.vexed wrote:
You should always have gateways. Those are used to help the AI out on where to build things and other important stuff it does.
Also known as Subsentient.
Re: FlaME -- The Warzone 2100 Map Editor
Flail13: I actually think that dialogs should ask if you are sure that you want to compile the map, without, for example, a command center, rather than force you to have it. TruckTrekAZ has to use scroll limits to hide HQs because of this limitation. I would support a dialog warning you about gateways, but not forcing you to make them. all that's technically needed for a game is a truck and an oil. Also, could you make Combat Engineers and those scorpion hover trucks count as trucks?
Thx. :^)
Thx. :^)
Also known as Subsentient.
Re: FlaME -- The Warzone 2100 Map Editor
And what happened to import map as copied segment? *sniffle*
Also known as Subsentient.