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Re: A Map Editor
Posted: 08 Feb 2010, 03:33
by Olrox
Flail13 wrote:
I'm not sure what you mean. For the first part, if you want it to only put cliffs on the steepest tile, you could set the cliff brush radius to zero and only click on that tile. For the second part, do you mean you want to be able to create your own brushes?
For the first part, I meant to flatten the less steep tiles inside the radius and only leave a single tile with inclination, with the necessary angle to connect both the lowest/highest tiles. It would need to be a tool similar to the road placement, with line selection, but the width would need to be selected. I don't know if it's possible though, but it'd be great for people who use a graphical software to produce precise height maps, because it'd allow adjusting most cliffs to have the same inclination, without having to manually set each problematic tiles' height, individually
About the second part, I think that custom brushes are pretty much about what I meant. It'd be like you could configure a sort of auto-texture, but for cliffs (so that you can use them with auto-cliff).
But hey, really, I'll grow old before I can stop saying, your editor is really awesome! I'll pos my work in the Mapping/modding board as soon as I've got anything decent!
Re: A Map Editor
Posted: 08 Feb 2010, 13:05
by Flail13
0.6 is available. in 0.5 i fixed a small tile orientation error and instead made one that was much worse. 0.6 fixes that.
Re: A Map Editor
Posted: 08 Feb 2010, 13:09
by Zarel
Do you think you could make it import .wz files, too?
Re: A Map Editor
Posted: 08 Feb 2010, 13:18
by KukY
Zarel wrote:Do you think you could make it import .wz files, too?
That would be really usefull. To improve some maps...
Re: A Map Editor
Posted: 08 Feb 2010, 20:46
by milo christiansen
I can't get the installer to work so I had to write a script that strips the .deploy extention from all the files. I have vb 2008 installed the .exe fails when it figuers out I don't have the internet and the .manefest files fail with an error message about the aplication signature, watever that means.
This editor is a lot easyer to use than edit world, once it's installed.
Re: A Map Editor
Posted: 08 Feb 2010, 23:10
by lav_coyote25
does it import .LND files yet? i have had a look and it looks pretty good... at the rate your going this should be equal to Editworld soon... thankyou.

Re: A Map Editor
Posted: 09 Feb 2010, 02:01
by Olrox
lav_coyote25 wrote:does it import .LND files yet? i have had a look and it looks pretty good... at the rate your going this should be equal to Editworld soon... thankyou.

It can open LND files, I'm almost sure.
The auto-texture and auto-cliff, along with the height editing tools (to make smooth changes) really kicks ass!
Re: A Map Editor
Posted: 09 Feb 2010, 02:48
by Flail13
Zarel, I possibly could load .wz files, but what would it be for? - maps or mods
if maps, would it need to load gateways and scroll limits?
it loads LNDs already.
Re: A Map Editor
Posted: 09 Feb 2010, 03:48
by Terminator
Easier simply just put *.lnd fiels inside *.wz maps. It not much weight "+" "-" 100kb, and ziped = 20kb. It nothing I guess.
Re: A Map Editor
Posted: 09 Feb 2010, 04:23
by Zarel
Flail13 wrote:Zarel, I possibly could load .wz files, but what would it be for? - maps or mods
if maps, would it need to load gateways and scroll limits?
For maps only.
I guess you could load gateways, but if it's too much work, you can add that later. Scroll limits are less useful; they're really only used for campaign maps.
Re: A Map Editor
Posted: 09 Feb 2010, 05:12
by Rman Virgil
.
Appreciate very much the latest improvements.
Started using EW when it was released in 6/99 and continued with 32EW in '05 - that's 'bout 10 years with the previous EWs. Even at this stage of your Map Editor's dev I'm pretty sure I'll never go back to 32 EW and will happily use yours from now on. IMHO your Map Editor has already surpassed 32EW - and that it is potentially portable down the road is great too.
Regards, RV
.
Re: A Map Editor
Posted: 09 Feb 2010, 06:32
by lav_coyote25
question - is there a reason for using bmp instead of the png or other type of graphic file for height maps???
and as i use the editor i will make more observations and have questions.
again thanks ...

Re: A Map Editor
Posted: 09 Feb 2010, 09:40
by Zarel
lav_coyote25 wrote:question - is there a reason for using bmp instead of the png or other type of graphic file for height maps???
BMPs are usually easier to read. They're uncompressed images. All other images are converted to BMP before it can be displayed on your screen, or read, or whatever. If you don't want to write your own image converter (or use an existing one), you have to read only BMPs.
Re: A Map Editor
Posted: 09 Feb 2010, 13:04
by Flail13
The last couple of versions should be able to read pngs and many other image types already. I just didnt think to add them to the dialog's list. Change the filter to "all files" to select them and it should work.
.wz loading is in the next version.
I've seen talk of stats editors in other threads. Is anything happening with them? Do we need another one?
Re: A Map Editor
Posted: 09 Feb 2010, 15:36
by KukY
Flail13 wrote:I've seen talk of stats editors in other threads. Is anything happening with them? Do we need another one?
I think we need one...