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Re: A Map Editor
Posted: 01 Feb 2010, 13:11
by Berg
Tried to run map editor in ubuntu on wine
have an error might be simple to fix but i don't know how

- screenshot
Re: A Map Editor
Posted: 03 Feb 2010, 08:21
by Flail13
Ive updated the first post with a new version.
The changes are:
ability to export as a .wz file
ability to change the view radius
bugfixes
I dont know anything about mac or linux programming myself, but if someone wants to port it they are welcome.
Re: A Map Editor
Posted: 03 Feb 2010, 11:51
by KukY
Flail13 wrote:I dont know anything about mac or linux programming myself, but if someone wants to port it they are welcome.
You have source code?
Re: A Map Editor
Posted: 03 Feb 2010, 14:27
by Flail13
you want it?
Re: A Map Editor
Posted: 03 Feb 2010, 14:48
by Berg
would it be posible for the editor to import hieght maps and texture map ...Painted in colours that have a lot of contrast.
make the pixel for example map max size for warzone I understand to be 250 tiles so image would be 250X250. so pixel one is 000000 paints tile 00 i think there is 90 tiles in a set max.
Thought just came to me. Why do we have these limits?
So you need 90 colours
each colour represent a tile type. 111111=tile-01 ,222222=tile-02 etc.(don't quote me on the number system its example only)
I'm just making a wish list if it can be done.
I installed the editor on my friends PC to try it and it looks and feels very good.
Might take a little practice but it is easier from the start to use then edit world already.
I see you used editworld tile maps would it be posible for folks with custom tiles for you to use the contence of a folder with tiles numbered accordingly? Like warzone uses ingame tiles are all in seperat folders.
More wishes to come later when i get to know your program.
Great work!
regards Berg
Re: A Map Editor
Posted: 03 Feb 2010, 16:23
by 3drts
Flail13 wrote:you want it?
I think it was the lack of a source code for an editor that prevented the map editor from being ported along with warzone....
So if you have the source code, I think someone *not me* can port it to macs or linux
Re: A Map Editor
Posted: 03 Feb 2010, 20:55
by KukY
This new version isn't anything much better than old one, you should get on adding new features in your editor.
Re: A Map Editor
Posted: 03 Feb 2010, 21:52
by Zarel
KukY wrote:This new version isn't anything much better than old one, you should get on adding new features in your editor.
D: NOT NICE.
Well, the new version doesn't have nearly as many problems as the old one, so I consider that a good thing. It also appears to be easier to port, which is a
huge bonus.
Re: A Map Editor
Posted: 03 Feb 2010, 22:03
by KukY
Zarel wrote:KukY wrote:This new version isn't anything much better than old one, you should get on adding new features in your editor.
D: NOT NICE.
Well, the new version doesn't have nearly as many problems as the old one, so I consider that a good thing. It also appears to be easier to port, which is a
huge bonus.
I was meaning on that you can't see anything new when you open it.
But it has new feature(s) and I fell it is somehow better.
Now, I am making a map with it.
But, since it is very hard to handle normal 160x160 maps, it is 64x64 which I will hate later.
But I will be proud because it is mine.
EDIT: One thing that bothers ma a lot.
It isn't abstence of undo.
Your editor refuses to overwrite files when saving.
EDIT2: I exported your map to WZ and this is what happens:

All structres are unbuilt, they only have foundations!
Re: A Map Editor
Posted: 03 Feb 2010, 23:18
by crux
3drts wrote:Flail13 wrote:you want it?
I think it was the lack of a source code for an editor that prevented the map editor from being ported along with warzone....
So if you have the source code, I think someone *not me* can port it to macs or linux
I bet lots of people would like to see the code.
I don't know how portable visual basic is though.
Re: A Map Editor
Posted: 03 Feb 2010, 23:23
by milo christiansen
How do you rotate tiles?
EDIT: sorry I didn't see the control list in the first post
Re: A Map Editor
Posted: 03 Feb 2010, 23:24
by Saberuneko
This looks awesome! I'll test it when have some free time. ^^
Re: A Map Editor
Posted: 03 Feb 2010, 23:27
by Flail13
KukY wrote:EDIT: One thing that bothers ma a lot.
It isn't abstence of undo.
Your editor refuses to overwrite files when saving.
I tried making an undo by having it store the entire map on each change. Obviously it used an excessive amount of ram so I disabled it. I could continue making it that way if you have some ram to spare (at least 500MB just for the undos). When I can be bothered I'll consider a better way of doing it.
The overwriting files is easily changed. I was just playing safe.
KukY wrote:EDIT2: I exported your map to WZ and this is what happens:
Um... I'll go fix that... :-S
Berg wrote:would it be posible for the editor to import hieght maps and texture map
It already imports height maps and can sort of import texture maps in the map texturer, but its one bitmap per terrain type.
KukY wrote:This new version isn't anything much better than old one, you should get on adding new features in your editor.
What else you want?
Re: A Map Editor
Posted: 03 Feb 2010, 23:41
by KukY
Flail13 wrote:KukY wrote:EDIT2: I exported your map to WZ and this is what happens:
Um... I'll go fix that... :-S
KukY wrote:This new version isn't anything much better than old one, you should get on adding new features in your editor.
What else you want?
Thank you.
What else I want?
Well, I only need undo. xD Just kidding, I don't need it, channel your programming energy into something more useful...
Adding gateways could be useful, simple Save option, and you should rename Save menu to Export or Compile map.
Lnd is map format, other formats are compiled maps.
About that undo, you could make it toogleable.
Re: A Map Editor
Posted: 04 Feb 2010, 01:29
by Zarel
Flail13 wrote:I tried making an undo by having it store the entire map on each change. Obviously it used an excessive amount of ram so I disabled it. I could continue making it that way if you have some ram to spare (at least 500MB just for the undos). When I can be bothered I'll consider a better way of doing it.
Hrm, can you just store a list of how to reverse each individual action?
You could also store the entire map for the most recent change - having one level of undo is better than nothing.