Start Position Editor

Start Position Editor

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

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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Start Position Editor

Post by Maelstrom »

After having Quanto scream at me over in this thread, I made a start position editor thingy. You can download it from unknown-files here

http://www.unknown-files.net/index.php? ... &dlid=1739

Image

If you find a bug or have a suggestion or anything, give us a yell and ill see what I can do.
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

I wasn't screaming
>_>
<_<

I was just giving suggestive nudges...

Btw

WOOOOT
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LBPB
Posts: 119
Joined: 25 Aug 2006, 10:27

Post by LBPB »

That's really usefull !!!

thanks 8)
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

nice work

btw quanto:
in a other thread, Quanto042 wrote:BUT I WANT A FANCY PROGRAM >_<!!!
I think i can call that screaming :P
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Looks nice, maybe you can add the ability to place trees and features? I need that for SM3 maps...
Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

Good work!

Make something like that for metal layout now :P.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Let me laugh a little at that whole thing. hahaha.
It was so easy to place start positions... While in game, move cursor to where you wanted the spawn point and check for the coordinates in bottom left (?). It is actually more correct because you see much better where the spawn point is.

Anyway, here it is a "FANCY PROGRAM"!
Good job, Maelstrom.
Are you planning on adding the sugestion of jcnossen? That would be sweet.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

NICE ... 8)


Great util ... Keep up the good work ...
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

Question is the image of map created from unitsync making map preview ?
If so, how do u convert X Y Position from Map info to position on map preview i.e on MIP Level 2.5 for example ?
Just roughly in maths plz...

Be wishing to add ability to display Player Start Positions when mouse hovers over player list. Just really need to know how u worked out position on map preview

Thx for any help...
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LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Sweetness. Im sick of using gimp to find the exact numbers for start locations, its a bitch to handle 8192x8192 images more then you have to.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

jcnossen wrote:Looks nice, maybe you can add the ability to place trees and features? I need that for SM3 maps...
How do you place features in SM3 Maps? I can make the editor for that pretty easily, but I dont know how to output the position data.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I have added a bit of info to http://taspring.clan-sy.com/wiki/SM3_Ma ... _placement , and I've made a sample app to input the feature data:

http://user.supradigital.org/jcnossen/FeaturePlacer.zip

The app code is included, but I'll document it here a bit:

Code: Select all

FileStream fs = new FileStream(sfd.FileName, FileMode.Create);
if (fs != null)
{
	fs.WriteByte(0); // version

	BinaryWriter bw = new BinaryWriter(fs);
	bw.Write((UInt32)features.Count);         // number of features, 32 bit unsigned int

	foreach (feature f in features)
	{
		bw.Write(f.type);         // feature type, 32 bit int (indexes into feature type list)
		bw.Write(f.x);            // X position, 32 bit float
		bw.Write(f.y);            // Y position, 32 bit float
		bw.Write(f.z);            // Z position, 32 bit float
		bw.Write(f.rotation);     // rotation, 32 bit float, probably radians but I'm not sure.
	}
}
fs.Close();
The latest test release doesn't read the feature types this way though, so you can't test it until the 0.73b1 release...
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