Would it be possible to get the following thusly: + The name would actually be the texture name: "Ramp Up NE_tex.png" + the category would be the subdirectory it is stored in. + the heightmap would be: "Ramp Up NE_height.png" + texturemap already got it... + featuremap: "Ramp Up NE.fmf", If none is found it doesn't bother + height would be set in the ui but default to what you already have. + same as height set in ui.
that way we could merely place files in a directory and run sme
1. Makes sense. (I think I left it out on purpose for easy testing stuff back then)
2. This was my first approach, but it is quite limiting: -does not allow reuse of heightmap/texturemap/featuremap
Main problem is Height and LevelOverlap: Those values are valid for a single batch of tiles only. Each and every different tileset NEEDS those values adjusted differently.
An additional Height-Modifier in GUI could be added though.
How long does it take to actually create a useful prefab compared to creating this file by copy&paste&editing 3 lines?
Edit: Maybe in combination with category subdirectories this could be done: -One .tdf with Height/LevelOverlap per directory, which is used for all hmap/texmap/fmaps inside this dir. Still I do not like this limitation somehow :-/
java.io.IOException: .S3O load: Did not find magic "Spring unit" marker at frontend.render.features.FeatureLoader.loadHeader(FeatureLoader.java: 204) at frontend.render.features.FeatureLoader.loadFeature(FeatureLoader.java :81) at frontend.render.features.FeatureManager.loadFeature(FeatureManager.ja va:155) at frontend.render.MapRenderer.getFeatureImageData(MapRenderer.java:2172 ) at frontend.gui.FeatureSelectionDialog.animate(FeatureSelectionDialog.ja va:169) at frontend.gui.SpringMapEditDialog.animate(SpringMapEditDialog.java:184 7) at frontend.gui.SpringMapEditGUI.run(SpringMapEditGUI.java:686) at application.SpringMapEditApplication.main(SpringMapEditApplication.ja
if i dont have "classic windows" style set, it loads up and seems to be rendering using my graphics card (landscape looks nice) but it doesnt respond or refresh... unable to change camera angle etc.
if i start it in classic mode, it works normally, but the rendering looks pretty crappy, i think its using my software renderer.
so yeah; if anyone failed to get it to work on vista; try classic mode.
and where is the defenition for what rendering method to use; what file is it hidden in?
I'd like add few suggestions which would increase the usability and easiness a lot.
1. Not only that SME featureplacer is very picky about tdfs, it actually shouldnt be depended of tdfs at all... (At least add lua support) 2. Featureplacer rotation is not working 3. Feature deleter or eraser could be handy (Actually more than handy, IT IS CRUCIAL, because if you miss it, then its fail and you need to do the whole thing again) 4. Save map tool should export pure rgb image, feature map so to say in png or bmp format. Not .fmf - What is that anyway? What can I do with it? 5. Maybe you could add Compiling options/panel and use Beherits latest mapconv and maybe implementation of Das Bruces GUI for it. viewtopic.php?f=56&t=21458&start=60
Joined: 09 Jun 2005, 22:39 Location: Germany, the EU
On 1-3: Features, it could be argued, are perhaps addressed better in other frameworks anyhow... Sure it's nice to have all in one functionality, and I'm not trying to say it wouldn't be good to add/improve the things your saying SirArturri. But I'd argue that the time may be better spent on other functionality, since "after compile" feature editing is a pretty big bonus (and adding that kind of functionality would require some kind of standard between Worldbuilder and FeaturePlacer, I would have thought).
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