A Map Editor

Get some help with creating maps or modding.
Need a map editor or other tools, look here!
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Buginator
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Re: A Map Editor

Post by Buginator »

Forgot to mention, if you post the source or parts of the source, people may be able to help you more with bugs and whatever else, like the openGL power of 2 texture issue...

You can use pastebin.ca for posting souce code if you wish.
and it ends here.
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Black Project
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Re: A Map Editor

Post by Black Project »

Does the editor have a option to rotate structures and units?

I'm making an map infested of scavengers around the place and i don't see an option to rotate the scavenger corner wall

I don't know if this feature is implemented or not

Regards BP
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Flail13
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Re: A Map Editor

Post by Flail13 »

Black Project wrote:Does the editor have a option to rotate structures and units?
It does. Press escape. Then put the cross over a unit and click on it.

Then you can either press ,< or .> to rotate 90 degrees at a time, or go to the "object" page and enter a y value.
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Olrox
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Re: A Map Editor

Post by Olrox »

Ah, Flail13: The 0.8 version fixed the minimap. Nice work!
Well, "nice work" applies to everything you've done since you've joined, but anyway :cool:
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Rman Virgil
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Re: A Map Editor

Post by Rman Virgil »

.

Mini-Map is also working perfectly for me on my Duo-Core Lap Top running XP... along with everything else with the sole exception of the Camera Rotation because my LT doesn't have a NUM Pad w/Lock like a standard DT KB. No biggie really cause I can always plug-in a DT KB to my LT if needed. All across the tool rich map, night and day superior to 32EW. Like I said earlier, cannot imagine why anyone would still be using 32EW. Not only more powerful but way, way, more fun to create in, this editor of yours. Great job Flail13. :)

Regards, RV :cool:
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Olrox
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Re: A Map Editor

Post by Olrox »

Hmmm, in the Rocky Mountains texture set, I've found out that the auto-texture won't work from dirt-gravel, but I can see the transition tiles in the manual textures selection page. Is that auto-texture planned to be configured?
I'll place 'em manually for now, anyway ;)
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lav_coyote25
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Re: A Map Editor

Post by lav_coyote25 »

ok - just a quick question - blocking tiles = cliffs. where and or how does it work here... just imported one of the maps i am working on - and ...trucks go where trucks arent supposed to go... ie: on terrain that is cliff tile (or designated cliff tile.) or am i missing something???? xD
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Olrox
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Re: A Map Editor

Post by Olrox »

lav_coyote25 wrote:ok - just a quick question - blocking tiles = cliffs. where and or how does it work here... just imported one of the maps i am working on - and ...trucks go where trucks arent supposed to go... ie: on terrain that is cliff tile (or designated cliff tile.) or am i missing something???? xD
Sometimes (under mysterious circumstances) some cliff tiles were considered as regular tiles just with cliff textures, and I couldn't tell until I've started painting textures. Are you sure that it is still considered as a cliff? I think that applying a "fill" auto-texture might reveal those treacherous "fake" cliffs I've already seen. With the auto-cliff tool it's really quick to give them a decent finishing.

Anyway, a good feature would be a "schematic view", where standard ground texture tiles are green, cliffs are red, and maybe water ones are blue. Would be good for a definitive check-up on the whole map! I (as always :stare: ) don't have any idea if this is too hard to implement, though.
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Flail13
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Re: A Map Editor

Post by Flail13 »

lav_coyote25 wrote:ok - just a quick question - blocking tiles = cliffs. where and or how does it work here... just imported one of the maps i am working on - and ...trucks go where trucks arent supposed to go... ie: on terrain that is cliff tile (or designated cliff tile.) or am i missing something???? xD
I havent experienced this problem so can you be more specific?- what tileset, tiles, or provide the map?
what tiles are blocking tiles is set in the ttypes.ttp inside the wz file, which you cant edit with this editor. It just uses the default values used in most other maps.
what did you mean by "(or designated cliff tile.)"? The editor doesnt import changed tile types atm.
Olrox wrote:Sometimes (under mysterious circumstances) some cliff tiles were considered as regular tiles just with cliff textures, and I couldn't tell until I've started painting textures. Are you sure that it is still considered as a cliff? I think that applying a "fill" auto-texture might reveal those treacherous "fake" cliffs I've already seen. With the auto-cliff tool it's really quick to give them a decent finishing.
If the editor shows it as a cliff tile, it should act like a cliff in-game. I think I've fixed that editor problem in 0.8 though. It was probably caused by a bit of missing cliff info in the save file.

I've added gravel->dirt in the next version.
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Olrox
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Re: A Map Editor

Post by Olrox »

Flail13 wrote:If the editor shows it as a cliff tile, it should act like a cliff in-game. I think I've fixed that editor problem in 0.8 though. It was probably caused by a bit of missing cliff info in the save file.

I've added gravel->dirt in the next version.
Yeah, I don't remember seeing this happening with 0.8 or 0.9, it was some days ago :ninja:

Nice!
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lav_coyote25
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Re: A Map Editor

Post by lav_coyote25 »

ok here is my map...made with both editors... see the readme in the zip file.... thanks :)
Attachments
maps made with editworld and wzme as requested.zip
test out both - you will see the problem...
(170.65 KiB) Downloaded 274 times
crux
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Re: A Map Editor

Post by crux »

lav_coyote25 wrote:ok here is my map...made with both editors... see the readme in the zip file.... thanks :)
there is no readme in that zip file
I also see that each version produces different output and the old editor produces a file called taglist.tag that the other one doesn't
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Rman Virgil
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Re: A Map Editor

Post by Rman Virgil »

Flail13 wrote:
I havent experienced this problem so can you be more specific?- what tileset, tiles, or provide the map?

what tiles are blocking tiles is set in the ttypes.ttp inside the wz file, which you cant edit with this editor. It just uses the default values used in most other maps.

what did you mean by "(or designated cliff tile.)"? The editor doesnt import changed tile types atm.
"(or designated cliff tile.)"

In EW & 32EW you can assign ANY tile to act as a "Cliff" tile or Blocking tile.... as we all here already know, I think.

I would use this function occasionally (with Tertiles that were "Structure" Textures like in HB's Custom Ariza Teritles or Troman's Custom Fortress Tertiles, for example) and, as I recall Lav would too (in his maps "Baked Mud", comes to mind, assigned as a blocking tile).

But as Flail13 has stated, his Editor does NOT support this functionality yet OR the importing of legacy maps that made use of it through EW or 32EW.

At least that is how I am understanding the "problem".

Mitaguyasin, RV :cool:
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Olrox
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Re: A Map Editor

Post by Olrox »

Rman Virgil wrote: But as Flail13 has stated, his Editor does NOT support this functionality yet OR the importing of legacy maps that made use of it through EW or 32EW.
One can assign the cliff angle to 0 and use a 0-radius brush to make cliffs even on flat terrain, but the textures must be placed manually (not by using the auto-texture): I think that this could work.

A feature that I've suggested is the ability to create custom brushes (so that the user may select what textures are going to be used between a X and Y type in cliffs, for example), with the same main purpose: Use determined textures for cliffs only.

Would also be interesting for creating composite terrain transitions (i.e snow>gravel snow>gravel>grass>dirt>concrete for instance - I know that it'd look weird, but serves as a good example on what I'm talking about).

:ninja:
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lav_coyote25
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Re: A Map Editor

Post by lav_coyote25 »

crux wrote:
lav_coyote25 wrote:ok here is my map...made with both editors... see the readme in the zip file.... thanks :)
there is no readme in that zip file
I also see that each version produces different output and the old editor produces a file called taglist.tag that the other one doesn't
just reopen the zip file and read the comment... ie=readme.
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