Editor in the works

Editor in the works

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Editor in the works

Post by Buggi »

Just letting everyone know an Editor is in the works. I'm not going to release very much info right now.

Needless to say I'm revamping the entire HPI format to a new version just for Spring.

I'd like for a core dev to contact me regarding the new format and dev in general.

-Buggi
Torrasque
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Joined: 05 Oct 2004, 23:55

Re: Editor in the works

Post by Torrasque »

Buggi wrote:I'm not going to release very much info right now.
An editor to edit what? Map, units etc...?
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Buggi
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Post by Buggi »

Both :D

I'm sick of having 5 programs needed for anything, so I'm merging all the functionality into one full featured application.
Kickban
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Joined: 03 May 2005, 18:34

Post by Kickban »

Nice idea :D
But don't go too far, don't want to have to launch a ultra complex uber software just to look inside an hpi. Or release the progs in format of a pack of tools for the new HPI format.
And while you are working on HPI format with SY, ask why we can use HPI for maps, that would be nice to be able to reduce the size of map folder.
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Buggi
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Post by Buggi »

All we need to do is impliment a different compression algorithm with the contents of the map file and it will be significantly better.

It will slightly increase load times of maps as it will decompress them before loading.

There's always trade-offs. And with many people having around a gig of ram now-a-days I don't think there's a major issue.

And the HPI tools will be vast, the main editor will be able to do a massive amount of stuff. While the DLL file is the main interface for the file, a small "viewer" stand-alone util is fairly easy to do.
Kickban
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Joined: 03 May 2005, 18:34

Post by Kickban »

nice :D because i'm still using HPIView, small and efficient :D
When i'm speaking about maps in HPI, i m speaking about the fact that when you put the map folder in a HPI file, and put it in main TAS directory, it say 'no map found'.
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Buggi
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Post by Buggi »

Maps go in the "maps" subdirectory from TAS.

You don't want your root game dir to be completely packed with files, that's just wrong.
Kickban
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Joined: 03 May 2005, 18:34

Post by Kickban »

yep, but so, you can't get compressed maps, you need to have the 4 files deflated to use them.
And i'm speaking about one big HPI file with all the maps, not many smaller HPI files.
Nevermind, this is not the topic of this thread...
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SinbadEV
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Joined: 02 May 2005, 03:56

Actual Terrain

Post by SinbadEV »

Since you're looking at a new format, the stretching of a texture over a height map is limmited, someone needs to make sure we get 3D objects like rocks and big trees and scrap mettal and for places like metal heck when the height just all high for the bumps to have more then like 8 pixles for the jump, and blow-up-able terrain would be nice too...
Dwarden
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Joined: 25 Feb 2005, 03:21

Post by Dwarden »

caaant wait :) keep us informed :)
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Redfish
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Post by Redfish »

I think SJ actually made the software so crappy so that someone would get as annoyed as you and reprogram it. It appears he succeeded :)
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Buggi
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Post by Buggi »

LOL!!

@.@;; I hope not!

¬_¬ *pokes SJ*
Tangaroa
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Joined: 17 Aug 2004, 04:50

Post by Tangaroa »

Yay!
Will the HPI editor tool be able to edit current HPI files, we need a decent HPI editor as all of the current ones have limitations or bugs.
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Buggi
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Post by Buggi »

Yes
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

If you're not using the same compression algorithm as HPI, don't call your files HPI. Find yourself a new suffix.

And I just don't believe in All-In-One editor. There's nothing in common between editing a map, a .3do, and a script.

If you want to start making editors, what is really lacking now is something to remove and places features on a map. Trees and geo for now (I thing geo are features, with mapconv.exe just placing a geo feature and adding geovent.bmp on every green pixel, but I'm unsure), but add support for any kind of features, since once we got the editor to place them it shouldn't take long to start seeing all kinds of features spawn around.
Tangaroa
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Joined: 17 Aug 2004, 04:50

Post by Tangaroa »

Really, we need the whole set of editors, almost all the current ones either have highly irritating limitations, or are useless for TA Spring.

3DO Builder is near to useless for modeling, wont open 3DO files on double click and the newest version doesnt always work in Win XP./

HPI view requires you to extract the HPI fille to change the contents , then repack it, this is not very user friendly.

HPI Replace does allow you to modify HPI files, but it cannot handle more than two levels of folders, and it is otherwise buggy, crashes, doesnt let you repack the same file twice without crashing.

Annihilator is of course, useless for making TA Spring maps unless you are extracting the heightmap from an OTA map.
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Buggi
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Post by Buggi »

^--- hence my project ---^
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