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 Post subject: Map editor
PostPosted: 17 Apr 2012, 19:00 

Joined: 28 Dec 2011, 20:58
I need new map editor.
SpringMapEdit not good.


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 Post subject: Re: Map editor
PostPosted: 17 Apr 2012, 19:02 
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Joined: 26 Oct 2007, 15:21
Springmapedit is the only complete map making solution for spring. You can use images and MapConv if you find it lacking (you have to make the images with your choice of heightmap/texture making apps.)


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 Post subject: Re: Map editor
PostPosted: 17 Apr 2012, 19:16 

Joined: 28 Dec 2011, 20:58
only :cry: :cry: :cry:


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 Post subject: Re: Map editor
PostPosted: 17 Apr 2012, 19:27 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
YEP
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 Post subject: Re: Map editor
PostPosted: 17 Apr 2012, 22:24 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
http://springrts.com/wiki/Map_development


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 Post subject: Re: Map editor
PostPosted: 18 Apr 2012, 00:45 
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21
Location: Tucson
SME gets the job done. It can be annoying at first, but the more time you spend with it, the easier it'll come to you.

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 Post subject: Re: Map editor
PostPosted: 18 Apr 2012, 11:36 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
SpringMapEdit is still being developed. So if you tell Frostregen about what is "not good" maybe he will improve it.


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 Post subject: Re: Map editor
PostPosted: 18 Apr 2012, 13:33 
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Joined: 05 Aug 2009, 19:42
i considered adding at least simple map modification tools to the scenario editor i'm making, is there any reason we wouldn't want an in-game editor instead?
i.e what are the benefits of having an external tool (other than the fact it exists) in comparison to an ingame tool?


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 Post subject: Re: Map editor
PostPosted: 18 Apr 2012, 14:04 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
loading tile sets etc.


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 Post subject: Re: Map editor
PostPosted: 18 Apr 2012, 17:09 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
Doesent matter anyway, modmakers terraform our maps into whatever travesty they wish.. even drop there own textures on it via decals. We are the Sum of the Earth, Spring should ban mods that allow terraforming - and respect our Art.

ZK, im looking at you.


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 Post subject: Re: Map editor
PostPosted: 18 Apr 2012, 17:34 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
HUMBUG! LIES AND SLANDER I SAY!


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 Post subject: Re: Map editor
PostPosted: 18 Apr 2012, 22:14 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
ZK is innocent! I'm the one guilty of:

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 Post subject: Re: Map editor
PostPosted: 19 Apr 2012, 05:56 
Map Creator
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Joined: 23 Jan 2008, 18:29
Once you realize how easy the whole map compile process is (texturemap + heightmap + featuremap + metalmap = map) you feel no need for any editors. You just need the MapConv.


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 Post subject: Re: Map editor
PostPosted: 19 Apr 2012, 06:06 
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Joined: 30 Nov 2008, 04:31
Location: the flow
Quote:
Once you realize how easy the whole map compile process is (texturemap + heightmap + featuremap + metalmap = map) you feel no need for any editors. You just need the MapConv.

The only downside here is that it's in no way visual and has all those arbitrary rules about texture sizes, etc.


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 Post subject: Re: Map editor
PostPosted: 19 Apr 2012, 06:34 
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Joined: 26 Oct 2007, 15:21
The texture size rules may seem arbitrary, but are pretty logical if you ask me. Also, mapconv warns you if you have the wrong sizes, and everyone has a calculator on their computer and can do a simple multiplication and addition.


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 Post subject: Re: Map editor
PostPosted: 19 Apr 2012, 09:42 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
Thats alot of estimation on your side behe. Not everyone uses math in his daily job, im pretty sure, if people would have to count out the money themselves in shops, you would have a lot of "i left my classes" at home-less people.


Just sayin.


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 Post subject: Re: Map editor
PostPosted: 19 Apr 2012, 10:27 
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Joined: 30 Nov 2008, 04:31
Location: the flow
Quote:
The texture size rules may seem arbitrary, but are pretty logical if you ask me. Also, mapconv warns you if you have the wrong sizes, and everyone has a calculator on their computer and can do a simple multiplication and addition.

They are logical, yet still add a lot of unwanted complexity. Even if you know about them, they only serve to add work.


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