flaME -- The Warzone 2100 Map Editor [pre 1.10 thread]
Re: flaME -- The Warzone 2100 Map Editor
hmm.. can you maybe fix the terrain texturizer tool? so that 255 is really the highest? its very confusing atm.
and maybe more brushes? would be easier to count tiles over longer distances with a rectangle brush
and maybe more brushes? would be easier to count tiles over longer distances with a rectangle brush
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Re: flaME -- The Warzone 2100 Map Editor
The map preview code checks for "A0CommandCentre" only. Trunk has a function for the AI to get its starting position, that seems to use REF_HQ (whatever that may be).Flail13 wrote:With HQs, is any structure with a "HQ" type-field acceptable for multiplayer, such as the NEXUS, NP and Collective HQs, or does it need to use only the project's "A0CommandCentre"?
The maximum length is 20 bytes for the full name ("xc-mapname-Ty").I had limited the map name to 14 characters already. Should I increase this to 17, so 20 with the 2c- infront?
Re: flaME -- The Warzone 2100 Map Editor
For now, we need to hard-code "A0CommandCentre" for the map preview. The script code will handle non-Project HQs fine. We should fix this when changing savegame format.
Re: flaME -- The Warzone 2100 Map Editor
Could you hardcode hiding ConstructorDroids, so the player only sees one truck type? I've had enough problems with EditWorld and accidentally putting down the wrong type of truck.Flail13 wrote:I've put in a check for a "ConstructionDroid". Do you want this? and should it allow the "ConstructorDroid" as well?
Re: flaME -- The Warzone 2100 Map Editor
I don't get why all those problems... I made lots of maps with both of those, and I had no problems...Zarel wrote:Could you hardcode hiding ConstructorDroids, so the player only sees one truck type? I've had enough problems with EditWorld and accidentally putting down the wrong type of truck.
Re: flaME -- The Warzone 2100 Map Editor
The first post links to version 1.04 now.
It's hosted at mediafire because I cant login to this site to upload it.
All suggested error checking is included. Other changes are:
You can select and edit multiple units by holding shift, or by selecting the terrain around them and clicking the new button. Selected units are marked. There are buttons to select player numbers, to save typing. There are height buttons so you paint up to 8 changeable height levels without repeatedly typing them in. There are square brushes.
Crymson, if you still have problems with diorama maps, post a link to the map and I'll try to get that working.
It's hosted at mediafire because I cant login to this site to upload it.
All suggested error checking is included. Other changes are:
You can select and edit multiple units by holding shift, or by selecting the terrain around them and clicking the new button. Selected units are marked. There are buttons to select player numbers, to save typing. There are height buttons so you paint up to 8 changeable height levels without repeatedly typing them in. There are square brushes.
Crymson, if you still have problems with diorama maps, post a link to the map and I'll try to get that working.
Re: flaME -- The Warzone 2100 Map Editor
great!!! thank you! :]Flail13 wrote: You can select and edit multiple units by holding shift, or by selecting the terrain around them and clicking the new button. Selected units are marked. There are buttons to select player numbers, to save typing. There are height buttons so you paint up to 8 changeable height levels without repeatedly typing them in. There are square brushes.
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Re: flaME -- The Warzone 2100 Map Editor
Tnx on that... Could you upload source files somewhere? I got an idea for something and I want to see is it possible... It would make flaME much less annoying.
Re: flaME -- The Warzone 2100 Map Editor
please fix the terrain texturizer
then im totally satisfied \o/
then im totally satisfied \o/
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Re: flaME -- The Warzone 2100 Map Editor
It doesn't need fixing. Try again.m1ndgames wrote:please fix the terrain texturizer
then im totally satisfied \o/
Re: flaME -- The Warzone 2100 Map Editor
What's with the name not being able to have numbers when you compile the map? I thought you couldn't have numbers at the beginning of the name. It was alright to have numbers after the first letter. Or is that changing in next update. Just curious not complaining. Otherwise I like all the changes.
drgnrdr
drgnrdr
Re: flaME -- The Warzone 2100 Map Editor
it works, but i dont know why the max height is 510, when the max height is really 255... confusing for meDylan Hsu wrote:It doesn't need fixing. Try again.m1ndgames wrote:please fix the terrain texturizer
then im totally satisfied \o/
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Re: flaME -- The Warzone 2100 Map Editor
It is fairly confusing; the height is like that for no visible reason.
Bring back...ducks!
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Re: flaME -- The Warzone 2100 Map Editor
leeway for VTOL maybe?
Re: flaME -- The Warzone 2100 Map Editor
The reason was that it was referring to the height data multiplied by the height multiplier, which is now unchangeable and fixed at 2, because that seems to be what Warzone's scale is. If it's easier I'll make it 0-255.
In the next version I've allowed numbers in the name again, so long as they aren't the first character.
In the next version I've allowed numbers in the name again, so long as they aren't the first character.