FlaME -- The Warzone 2100 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: flaME -- The Warzone 2100 Map Editor

Post by Flail13 »

See the first post for 1.19:
- Gateways bug is fixed
- Some errors now display in a list instead of individual prompts. That includes the map compiling problems.
- Wall only rotation option
- Mono 2.10.1 version also available
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base
Contact:

Re: flaME -- The Warzone 2100 Map Editor

Post by Goth Zagog-Thou »

Flail, I"m getting breakpoint errors in 1.18 using Jorzi's new Medium Transport in the mix. Upon loading, the model (nor it's texture) is loading. Any insight to this, and is there a way to get diagnostic information from flaME to you?
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: flaME -- The Warzone 2100 Map Editor

Post by milo christiansen »

flaME doesn't support the latest version of the pie format does it?
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: flaME -- The Warzone 2100 Map Editor

Post by NoQ »

When i import a .wz map and then click the save toolbar button, the map is saved as .fme into the .wz file :|
User avatar
mynameismethos
Trained
Trained
Posts: 42
Joined: 25 Dec 2009, 07:09

Re: flaME -- The Warzone 2100 Map Editor

Post by mynameismethos »

i Need help compiling the maps i saved them but when i put them on the maps folder and play warzone it crashes i need help my warzone version v 2.38 branch version
Sending Jebediah Kerman to his death since November 2012
User avatar
Mysteryem
Global Moderator
Global Moderator
Posts: 728
Joined: 22 Sep 2008, 19:44
Location: UK
Contact:

Re: flaME -- The Warzone 2100 Map Editor

Post by Mysteryem »

A quick suggestion for making placing features (mainly trees) more sane:
Can we please have a button when placing objects that will randomly rotate them when placed. Manually generating/picking a random number then changing each feature's rotation is a rather long pain staking process.

Other than that, still great, been mapping without heightmaps recently, the height tools work great now that i've gotten used to them.
"...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."
User avatar
Flail13
Code contributor
Code contributor
Posts: 263
Joined: 16 May 2008, 12:00

Re: FlaME -- The Warzone 2100 Map Editor

Post by Flail13 »

1.20 is available in the first post. Expect bugs because there are a lot of changes.

Changes:

- Lots of small bug fixes.
- The editor's save format has changed again, with a different extension (.fmap). Much like the .wz format, it can be opened with any zip program. Quick save and autosave will save in this format. Compressing autosaves is off by default since it is slow. You can still save in .fme format from the file menu.
- It can load the basics of pie 3 files. Some 2.3 pie files claim they are pie 3, when they are pie 2. This was messing up the loading of the hardcrete walls, so I had to edit the 2.3.7 object data file (see the link in the first post). Also, there will be two new PIE warnings every time you start 1.20. You can ignore them.
- On the textures tab there are options of what to do with painted terrains when painting textures. Turn on the "display painted texture markers" to see its effects.
- There is a road remove brush. There was no easy way of removing a large area of roads at once before. It uses the radius of the cliff brush.
- There is a fading option on the height change tool. It makes more natural looking bumps.
- Player 10 has been changed to "S", which means scavenger. It should automatically compile units in whatever player is appropriate for scavengers. If you save in .fme format, you will be asked what player number to send scavenger player objects to.
- "Select All" button to select all objects for the selected player.
- Object ID zero is not valid and is automatically changed to 1000000, with a message to inform you.
- Extra object properties for master only. There is an initial health property, and you can select individual parts for droids, instead of using templates. Droids made like this wont exist in 2.3.
- Gateways no longer disappear when you stop using the gateway tool. To hide gateways, click the gateway button with the gateway tool selected. Click it twice if you have deselected the tool.
- Compile screen is improved and has an option to set scroll limits automatically again.
- Extra warnings when things go wrong.
- New random rotation box for new objects.
Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3780
Joined: 03 Aug 2006, 19:39

Re: FlaME -- The Warzone 2100 Map Editor

Post by Per »

Awesome :)
User avatar
Merowingg
Regular
Regular
Posts: 2468
Joined: 15 Nov 2009, 13:05
Location: Poland

Re: FlaME -- The Warzone 2100 Map Editor

Post by Merowingg »

Flail13 :)

I dont know how but you amaze me more and more :)

I see another excellent tool is created :)

Great job man :)

It is high time to install it now :)

Damn I will not sleep another night :zZz: :)

I already have onequestion, now since flaMes have installing window, do i have to remove flame 1.19 before installing 1.20 ?? or may I install it in a different place simply ?? but what with icons then ??

Thanx for all work !
“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
User avatar
Flail13
Code contributor
Code contributor
Posts: 263
Joined: 16 May 2008, 12:00

Re: FlaME -- The Warzone 2100 Map Editor

Post by Flail13 »

You can install them both. The only problem I found with it is being able to access the uninstaller. There will only be one uninstall file registered with Windows, and the new start menu links could overwrite the 1.19 links if you don't change the start menu folder name in the installer. Even if you lose the links you can go to the directory you installed it to, to find the files.

I'll try to improve that for the next release.

It's usually beneficial to get some sleep :wink:
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base
Contact:

Re: FlaME -- The Warzone 2100 Map Editor

Post by Goth Zagog-Thou »

Thanks Flail. :)

Question about the new droid design feature -- any chance you could add the ability to give it a custom template name? When messing around on Cam 4 Main Map, I was checking out my 'P0Cam4CybRotMG' units and noticed I could click in the Template Name part. Is it safe to change these, or will it screw up the data?
User avatar
Flail13
Code contributor
Code contributor
Posts: 263
Joined: 16 May 2008, 12:00

Re: FlaME -- The Warzone 2100 Map Editor

Post by Flail13 »

Goth, entering text in the object component boxes should have no effect at all.
It would be possible to add in a property to give the driod a custom name, like the one that appears when you click it in-game, if that's what you mean.

A bug warning and question for a dev: The height of features isn't being adjusted in master when loaded from features.ini, so most of them appear underground (at height zero). Does the height for features need to be set in the editor or by master?
If you especially want to make maps that work in the current master, you could delete features.ini from the map file.
Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3780
Joined: 03 Aug 2006, 19:39

Re: FlaME -- The Warzone 2100 Map Editor

Post by Per »

Flail13 wrote:A bug warning and question for a dev: The height of features isn't being adjusted in master when loaded from features.ini, so most of them appear underground (at height zero). Does the height for features need to be set in the editor or by master?
Good question. Allowing the map editor to set the height would allow some more configuring for map makers (like features partially submerged into the ground). However, I can add a check if the height is zero, and reset it to the proper height in this case. Does this sound like a good solution?
Safety0ff
Trained
Trained
Posts: 397
Joined: 18 Jul 2009, 23:23

Re: FlaME -- The Warzone 2100 Map Editor

Post by Safety0ff »

Per wrote:Good question. Allowing the map editor to set the height would allow some more configuring for map makers (like features partially submerged into the ground).
How useful is this really/in practice? I would think that the engine setting the height using the XY coordinates set by the map editor would be the best way of proceeding.
User avatar
vexed
Inactive
Inactive
Posts: 2538
Joined: 27 Jul 2010, 02:07

Re: FlaME -- The Warzone 2100 Map Editor

Post by vexed »

Safety0ff wrote:
Per wrote:Good question. Allowing the map editor to set the height would allow some more configuring for map makers (like features partially submerged into the ground).
How useful is this really/in practice? I would think that the engine setting the height using the XY coordinates set by the map editor would be the best way of proceeding.
I agree with Safety0ff, it would seem more logical if the editor would handle this, unless, you want to add a physics engine, so we could shoot at features, and make them go flying around. :)
/facepalm ...Grinch stole Warzone🙈🙉🙊 contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
Post Reply