A Map Editor

Get some help with creating maps or modding.
Need a map editor or other tools, look here!
User avatar
Flail13
Code contributor
Code contributor
Posts: 263
Joined: 16 May 2008, 12:00

Re: A Map Editor

Post by Flail13 »

I think storing each action would take much longer to do. The next version can store a changeable level of undos at at least 6MB per undo for a 192x192 map.
crux
Trained
Trained
Posts: 139
Joined: 16 Jan 2010, 03:21

Re: A Map Editor

Post by crux »

Flail13 wrote:I think storing each action would take much longer to do. The next version can store a changeable level of undos at at least 6MB per undo for a 192x192 map.
don't you just have to note what tile changed, and then keep a backup of that area?
All programs I know of break the bitmap into sectors and keep a copy of the sector in question.
how big that sector is, is up to the RAM in the system.
User avatar
Flail13
Code contributor
Code contributor
Posts: 263
Joined: 16 May 2008, 12:00

Re: A Map Editor

Post by Flail13 »

Hopefully compiled structures are fixed. I set the status value to what it was on other structures. Theres a whole load of other values ive left at zero so if you notice more weird structure behavior I'll try to figure out what they should be...

crux, It isnt split it into sectors yet. that should work though so ill do that soon. it would speed up rendering too.
KukY
Regular
Regular
Posts: 1859
Joined: 20 Mar 2009, 21:56

Re: A Map Editor

Post by KukY »

Flail13 wrote:Hopefully compiled structures are fixed. I set the status value to what it was on other structures. Theres a whole load of other values ive left at zero so if you notice more weird structure behavior I'll try to figure out what they should be...
Download link to new version is broken.
KukY
Regular
Regular
Posts: 1859
Joined: 20 Mar 2009, 21:56

Re: A Map Editor

Post by KukY »

New version looks better(That is because it has more menus on top.).
I didn't try to compile a map, but I will later.
User avatar
Olrox
Art contributor
Posts: 1999
Joined: 03 Jul 2007, 19:10

Re: A Map Editor

Post by Olrox »

Hmm, I think I'll wait for the undo feature to continue work. It'd help me make more good details without the fear of screwing up other changes ;)
But it's nice to see that it's improving!
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: A Map Editor

Post by Rman Virgil »

.
Olrox wrote:Hmm, I think I'll wait for the undo feature to continue work. It'd help me make more good details without the fear of screwing up other changes ;)
But it's nice to see that it's improving!

Same here. Top priority IMHO as well.

Couple more comments.

~ "Copy n' Paste" map sectors (heights, textures, orientations, objects - all toggle on/off).... very useful when dealing with balance.

~ "Auto Cliff Brush" .... not working right or I'm not getting how to make it work right. Just getting Red Triangles.

~ "Tile Rotation".... especially with the "Cliff Face" orientation.... can't see how to control-change. The way your "Road Type" Auto Texturing works is very nice... maybe the "Cliff Face" Auto Texturing could work that way.

EDIT: Clarification...... In Texture Mode, setting the radius to 0.5 I can change individual tile orientations per your key commands. In the case of Cliff Face I was thinking of painting swathes of Cliff Face with the same orientation.... right now they seem to flip orientation which means you have to go back and individually change each single one using the 0.5 radius so you get the Cliff Face up n' down per gravity rather than up 'n side-ways - which happens even when you paint as a single line - ergo the ref to how you designed the Auto Road Texturing. Hope that makes sense.

~ In the first version of your Map Editor I was able to auto paint bodies of water with perfect shoreline textures... in the latest version I can only seem to paint the water without those beautiful shorelines - did you disable / change that ?

~ I must say I am looking forward to switching my mapping over to your editor and entirely away from 32EW. I also have a sense that your map editor is more artist-friendly, if that makes sense, than 32EW. I think that feeling revolves around the ability to paint in swathes.... stuff like heights, for example - I just love that ability. :D Maybe I'm just a wee bit biased - as a graphic artist my first love is painting. ;) And it also makes for investing more fun into the process of mapping and far less piecemeal, time-consuming, tedium - not to be confused with scrupulous attention to aesthetic details.

More later..

Regards, RV :cool:
.
User avatar
Flail13
Code contributor
Code contributor
Posts: 263
Joined: 16 May 2008, 12:00

Re: A Map Editor

Post by Flail13 »

Undo is in 0.3 but should be a bit less memory consuming in the next version.

nothing was intentionally changed with the water shorelines... what is different exactly?
The water and cliff brushes only work if there is the right automatic texture bordering them.

for water the border needs to be:
arizona = sand or green
urban = concrete or gray
rockies = grass or gravel

And for cliffs thats:
arizona = red
urban = gray
rockies = snow, gravel, gravel snow, or a mixture
I could allow it to put them anywhere but havent done that because i usually like to keep the borders the same.
the cliff also has to be steeper than the cliff angle that can be set, and youll need to repaint it if you change the cliff's height or triangle direction.

copy and paste is reasonably easy to do so that will be in there soon.
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: A Map Editor

Post by Rman Virgil »

Flail13 wrote:Undo is in 0.3 but should be a bit less memory consuming in the next version.

nothing was intentionally changed with the water shorelines... what is different exactly?
The water and cliff brushes only work if there is the right automatic texture bordering them.

for water the border needs to be:
arizona = sand or green
urban = concrete or gray
rockies = grass or gravel

And for cliffs thats:
arizona = red
urban = gray
rockies = snow, gravel, gravel snow, or a mixture
I could allow it to put them anywhere but havent done that because i usually like to keep the borders the same.
the cliff also has to be steeper than the cliff angle that can be set, and youll need to repaint it if you change the cliff's height or triangle direction.

copy and paste is reasonably easy to do so that will be in there soon.
I see. Cool. Thanks for clarifying. :)

Regards, RV :cool:
.
User avatar
Olrox
Art contributor
Posts: 1999
Joined: 03 Jul 2007, 19:10

Re: A Map Editor

Post by Olrox »

I can't set the height multiplier, the button and value field are greyed out, set to 2 (or at least, that's the value it's showing) O_o
I didn't do anything different, and it was working with 0.1 (I'm using 0.3). Is there any significant changes in this tool between the versions?
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: A Map Editor

Post by lav_coyote25 »

any chance you can post the editor somewhere other than where it is... it turns into a 404 when i click on the download button. thanks :stressed:
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: A Map Editor

Post by Rman Virgil »

.

@ Flail13: Been playing some more with your creation & 2 words - awesome fun. I'm doing stuff that would have been unthinkable with the old editors. Natural, asymmetric topography is a breeze... just beautiful. And actually seeing the models themselves placed instead of proxy arrows - way cool. My mind is boggled by the creative possibilities your map editor enables so fluidly. :D


Even at this early iteration this a fabulous map editor - a major achievement, and that is no hyperbole. I for one salute your efforts here, Flail13.... :3

You mappers out there gotta check this baby out. I foresee a Renaissance in WZ map making. Really. 32EW will surely be obsolesced. No doubt about it, this will be the de facto WZ Map Editor.

Regards, RV :cool:
.
Last edited by Rman Virgil on 06 Feb 2010, 07:47, edited 1 time in total.
User avatar
Buginator
Professional
Professional
Posts: 3285
Joined: 04 Nov 2007, 02:20

Re: A Map Editor

Post by Buginator »

Flail13, I could also add it to the Mod manager / utility program sticky - viewtopic.php?f=10&t=4320&start=0 thread, if you feel it is ready ?
and it ends here.
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: A Map Editor

Post by lav_coyote25 »

lav_coyote25 wrote:any chance you can post the editor somewhere other than where it is... it turns into a 404 when i click on the download button. thanks :stressed:


:stressed: :stressed: :stressed: :stressed: :stressed:
User avatar
Flail13
Code contributor
Code contributor
Posts: 263
Joined: 16 May 2008, 12:00

Re: A Map Editor

Post by Flail13 »

Olrox wrote:I can't set the height multiplier, the button and value field are greyed out, set to 2 (or at least, that's the value it's showing) O_o
I haven't found anywhere in the compiled map files that takes a height multiplier, so as far as I can tell it doesn't do anything - that's why I disabled it and left it at 2 (what I guessed it should be)
buginator wrote:Flail13, I could also add it to the Mod manager / utility program sticky - viewtopic.php?f=10&t=4320&start=0 thread, if you feel it is ready ?
Sure, go ahead.
lav_coyote25 wrote:any chance you can post the editor somewhere other than where it is... it turns into a 404 when i click on the download button. thanks :stressed:
v0.4 will be up shortly, from a different location.
Locked