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Posted: 06 Dec 2006, 00:35
by Relinquished
Can someone be helpful and check to see if I have what you need in the sm3 file? because it's not working for me. This is just a general outline (not for a specific map):

(edit): nvm, got it working.

Posted: 06 Dec 2006, 01:15
by mufdvr222
Can we have a screenshot of your textures directory.

Posted: 06 Dec 2006, 02:06
by Relinquished
mufdvr222 wrote:Can we have a screenshot of your textures directory.
If you can tell me how to upload pictures, sure :)

Posted: 06 Dec 2006, 03:15
by Maelstrom

Posted: 07 Dec 2006, 00:05
by hughperkins
AF wrote:Please use the same camera controls and movement controls as spring. I was a bit flummoxed when I saw you'd imagined a totally new control interface for moving around and was quite baffled by it.
In theory the controls are the TAOverhead controls. Can you describe how the MapDesigner controls differ from this?
One question, how do you rotate the camera? I've been looking for about 30 minutes and I can't figure out how... :S. A help file might be nice
At the moment the camera cant be rotated. There are two reasons for this:
- lack of minimap could make this confusing
- trying to emulate Spring TAOverhead camera. Not sure if this camera supports rotate?

Posted: 07 Dec 2006, 01:00
by Relinquished
No it doesn't support rotate, but you can tilt the camera. I have two suggestions:
1) make the default angle a tad steeper
or
2) be able to rotate the camera even around just the y-axis (that's vertical right?), because atm it's kinda hard to get heights/textures behind hills accurate

Posted: 07 Dec 2006, 01:16
by hughperkins
Relinquished wrote:No it doesn't support rotate, but you can tilt the camera
ctrl + scroll wheel should change the tilt. Ideally this is the same as in Spring but maybe it's different?

Posted: 07 Dec 2006, 01:29
by Relinquished
Yah that's in spring, but it's just not working for me, I'll just redownload the editor. And thanks :). I really think rotation around the y-axis should be added though, and to avoid confusion, maybe a compas that points north? I dunno, just ideas. I love the editor though, you're doing a great job with it :D

Posted: 07 Dec 2006, 10:34
by NOiZE
still being able to rotate would be win!

Posted: 07 Dec 2006, 12:56
by Relinquished
Agreed, like I said before, getting accurate textures and heights on the back of cliffs is kinda difficult right now.

And this isn't a feature question or anything, but are you planning on eventually being able to make the entire map (including textures, features, height, metal, type, and sm3) in here, or just the texture/feature/height? I can just see that happening, like, you make all the maps, and there's an sm3 editor in it, when you press "generate map" it makes all the files inside the maps folder, so then all you have to do is test it :P.

Posted: 07 Dec 2006, 16:14
by aGorm
It would surly be good if you could make it so you can switch between 2 views... a TA overhead and a Spring Free Rotate one would be best so you can look from any angle, and still switch back to the best one for editing. Overhead dont need to rotate realy if you can have a seperate FP view. (Just a though... second view window with teh FP view would be cool, especialy if they both updted at the same time.)

aGorm

Posted: 07 Dec 2006, 17:33
by imbaczek
Or you could implement a 'rotate map by 90 deg' and 'flip map' feature, using this to get heights right is a hack, but a quick hack and arguably easier than rotating camera around.

Posted: 07 Dec 2006, 21:37
by aGorm
I dont know if this is just me but i cant get this prog to run? Just give an error: Aplication failed to initalise properly (0cx000....ect

Is there somthing i have to do befor it will work? Anything i need to download?

aGorm

Posted: 07 Dec 2006, 21:57
by hughperkins
Do you have Framework .Net 2.0 installed?

Edit: you can get Framework .Net 2.0 from http://www.microsoft.com/downloads/deta ... laylang=en

Posted: 08 Dec 2006, 00:39
by hughperkins
NOiZE wrote:still being able to rotate would be win!
Any preferences for rotate control? ctrl + move mouse side to side?

Edit: set to ctrl + move mouse sideways by default

Posted: 08 Dec 2006, 01:49
by hughperkins
Release notes

New release of MapDesigner. File at http://manageddreams.com/csai/MapDesigner.zip has been updated.

Major changes:

- added level of detail dialog box, to adjust render quality vs framerate
- added export to blended texture function
- added minimap
- added camera marker to minimap
- added editspot marker to minimap
- added camera rotate (ctrl + move mouse sideways by default)

Minor Changes:

- attempting to load an s3o without the textures present should bring up an informative warning message with the path of the missing texture
- increased logging in crashdump file
- added jpeg62.dll to distribution
- added normals to minimap
- added minimap caching

Note that whilst this release should still work under Mono (untested), it will no longer work under Linux.

Dev notes

Note to linux devs. Unfortunately determining the height of the OpenGL window working area appears to be platform specific. This is true both in C++ and in C#.

To continue to run under linux, we need an implementation of Rendering/IDisplayGeometry.cs for Linux. This interface looks like:

Code: Select all

    public interface IDisplayGeometry
    {
        int WindowWidth{ get; }
        int WindowHeight{ get; }
    }

Posted: 08 Dec 2006, 08:19
by NOiZE
pretty cool stuff

what is missing for sm3, the ability to make blend maps.

Blends maps could be made for example if you define some settings like slope and height. According to those settings the program will make some areas of a blend map white and other parts which didn't matched with the settings black. Of course how fast this black and white goes to each other should be user definable.

I hope that made sense :-)

Posted: 08 Dec 2006, 13:31
by Relinquished
Thanks for implementing the single texture thing. It really helps with the minimaps :-)

Posted: 08 Dec 2006, 14:56
by hughperkins
New release 0.6. The file at http://manageddreams.com/csai/MapDesigner.zip has been updated.

Major changes:
- added support for plugins

Plugins are class library assemblies in the plugins directory. A plugin should contain a public class with the same name as the assembly, without the extension. This class should have an instance method "Load".

Plugins need to have the extention ".dll" ".so" or ".plugin".

Plugins are loaded quite near the beginning of MapDesigner initialization so they potentially have a fair amount of flexibility to control how this progresses.

There is an example plugin in the plugins/TestPlugin directory, which adds itself to the main MapDesigner menu as proof of concept.

Plugins could potentially be used to add:
- custom brushes
- custom tools
- custom export commands

Posted: 08 Dec 2006, 15:12
by Kloot
@Hugh:

Haven't looked at the code so not sure if you are using glut or not, but if so you can just do this:

Code: Select all

int w = glutGet(GLUT_WINDOW_WIDTH);
int h = glutGet(GLUT_WINDOW_HEIGHT);