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 PostPosted: 26 Jun, 2008 
 
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I've just recently noticed that GPG still has no native support for the new FA markers in the Editor. I was absent from SupCom modding for almost a year and had no clue how miserable GPG's mapping community support is. schorote is doing some nice progress with his marker editor, but it still lacks alot of the usability needed to set up da whole grid of path nodes quickly.
But i needed to update my maps with the new FA markers badly and thus decided to dig up my old "Supreme Scenario Editor" and to reduce it to what has always been his greatest strength: Editing Markers. That's all it does now, but i think it's pretty good at it. :) I've included full FA support with Path Nodes and stuff.
The name "Supreme Marker Editor" is just to keep it in line with the Scenario Editor, and is NOT chosen out of arrogance or something like that. ;) I think schorote did some great work with FAME already and, since he follows some different approaches, he'll hopefully continue his work, nevertheless.



SUPREME MARKER EDITOR

DOWNLOAD the Supreme Commander Marker Editor v0.921 BETA here!

Important: It is highly recommended to update your DirectX! The Editor uses the newest version released this month, so people most likely haven't got it already. See section "Requirements" for further instructions.



Features

- Add Markers, Players and Path Nodes by Shortcuts (ie. press M to create a new Mass Point there)
- Use the LMB (Left Mouse Button) to move items around.
- Use the RMB (Right Mouse Button) to drag a connection between two Path Nodes. Links will automatically be created in both directions.
- Remove Markers, Players, Path Nodes and Path Links by pressing DEL while the Mouse is hovering over the item.
- Rename Markers
- Modify the NoRushOffset by dragging it with the LMB.
- Modify the NoRushRadius by dragging it with the RMB.
- Zoom in and out by using the mouse wheel
- Automatically loads and displays the heightmap
- Works for SC and FA Maps
- Generate Amphibious Path Nodes from Land and Water Path Nodes with one click.
- Import Markers from another Map (scaled to the map size)
- Additional information in the map lua files (which was added manually or by another program) is not changed. Markers keep their tags, Units stay unmodified, etc. unless you delete the marker.



Requirements

This tool requires the .Net Framework 2.0 and at least the DirectX 9.0c June08 update to be installed on your PC. If the application crashes or behaves in an unwanted manner then download and install those updates. I highly recommend, that you directly update to the newest .Net Framework 3.5, as it contains many important updates.

.Net Framework 3.5 DOWNLOAD

.Net Framework 2.0 DOWNLOAD (only needed if you can't install v3.5 for some reason)

DirectX Web-Updater DOWNLOAD



Changelog

Version 0.921:
- Fixed a bug that prevented imported markers from being saved

Version 0.92:
- Fixed a bug that prevented to load the map in the official map editor after adding a new player. (thanks to mocafrost)
- Fixed a bug that prevented saving of maps with a .v000x version suffix
- Fixed some typos

Version 0.91:
- Fixed a bug that occured when adding and removing Players

Version 0.9:
- First Beta Release



Infos for Webmasters

Feel free to add this Editor as a download to your site as long as you give proper credit. However, as long as it is technically possible, please DON'T upload it to other webservers. Best way would be to link to a official release thread or at least direct-link my download from your page to assure that people always get the latest version!



Screenshot

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Last edited by HazardX on 11 Nov, 2008, edited 6 times in total.

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 PostPosted: 26 Jun, 2008 
 

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just add in the old height map editor from your old one and I'll be really happy :D

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 PostPosted: 27 Jun, 2008 
 
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C.Lupus wrote:
just add in the old height map editor from your old one and I'll be really happy :D


But isn't the official Map Editor better for editing heightmaps? At least that is what i thought wehen i recently used it to make my "Asteroids" map.

If would make an updated version of my map editor, i would include better editing tools like those found in the official editor (just more comfortable to use ^^). but implementing those takes time... and this is something i haven't got much at hand, usually. Just releasing a marker editor was quick and easy compared to that.


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 PostPosted: 27 Jun, 2008 
 
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HazardX wrote:
But isn't the official Map Editor better for editing heightmaps? At least that is what i thought wehen i recently used it to make my "Asteroids" map.

If would make an updated version of my map editor, i would include better editing tools like those found in the official editor (just more comfortable to use ^^). but implementing those takes time... and this is something i haven't got much at hand, usually. Just releasing a marker editor was quick and easy compared to that.

The problem is, that every custom map made or touched by the official map editor doesn't have a working mini map in Forged Alliance (it's black) whereas maps made with your editor do have a working mini map ;)

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 PostPosted: 27 Jun, 2008 
 
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Spooky wrote:
The problem is, that every custom map made or touched by the official map editor doesn't have a working mini map in Forged Alliance (it's black) whereas maps made with your editor do have a working mini map ;)


Well, i could make a converter that converts SCMAPv56 files (like created by the official map editor) into SCMAPv53 files (which are used by my old editor). This will most likely fix the minimap problem. Should be pretty easy to get this done.
Maybe even SCMAPv60 (FA maps) would be an option, this way you (maybe) could choose one of the new FA skyboxes. But i don't know the v60 format yet and they have obviously added quite a lot new stuff, so don't expect this to happen too soon.


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 PostPosted: 27 Jun, 2008 
 
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Sounds like a good idea :)

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 PostPosted: 27 Jun, 2008 
 
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This marker editor is really supreme :wink:

Good work, nice to see you back.
I hope you´ll find some time to advance your scenario editor too...



btw:
Kannst du die Farbe der WaterPN Verbindungen ändern ? Die blauen Linien sind auf blauem Hintergrund schwer zu erkennen.

gruß


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 PostPosted: 27 Jun, 2008 
 
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HazardX wrote:
Maybe even SCMAPv60 (FA maps) would be an option, this way you (maybe) could choose one of the new FA skyboxes. But i don't know the v60 format yet and they have obviously added quite a lot new stuff, so don't expect this to happen too soon.
That would be awesome, the standard skydome just doesnt look good with every map design.

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 PostPosted: 27 Jun, 2008 
 
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ScZero wrote:
This marker editor is really supreme :wink:

Good work, nice to see you back.
I hope you´ll find some time to advance your scenario editor too...



btw:
Kannst du die Farbe der WaterPN Verbindungen ändern ? Die blauen Linien sind auf blauem Hintergrund schwer zu erkennen.

gruß


thx :)

Yes, the blue water link color on blue water isn't the best choice, that's true. i'll try around a bit to see what fits and has enough contrast. maybe it is already good enough to darken the water a little more... i'll see.

Col. Jessep wrote:
That would be awesome, the standard skydome just doesnt look good with every map design.


Indeed, my "Asteroids" map is a very good example. ;)


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 PostPosted: 27 Jun, 2008 
 

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You could white or black outlines, make it visible on every color.

Btw - Das hast Du fein hingekriegt - again :shock: :D


Will be used right away!

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 PostPosted: 27 Jun, 2008 
 
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Awesome; congrats HazardX! .

If we got some way to fix both Skydome and minimap issues then the circle will be completed, indeed.

Thanks,

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 PostPosted: 30 Jun, 2008 
 
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Hazard

This is an excellent tool - thank you so much.

Two tips:

1. Edit menu -> Dublicate should be Duplicate

2. First time I ran it, and opened a map (maybe Desert Planet?) the screen kept flickering (perhaps every 1 second). I could not reproduce this after closing the app and re-starting so not sure what to make of this.

Looking forward to your update of the Scenario Editor and hopefully you can address the mini-map issue. This is a problem in so many custom maps.

Cheers.


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 PostPosted: 08 Jul, 2008 
 

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Hi Hazard - great tool. I waited a long time for an editor like yours - so i started adding FA markers to supcom maps, at once.

There was only one issue. I modified a map from the vault (Desert Planet II.v0002) and renamed it to "Desert Planet II FA.v0002". I could modify the markers, but I could not save the map. The error message was something like: "Map names in the format SCMP_000 are reserved for original GPG maps ...".

If I renamed the map to "Desert Planet II FA" (without .v0002) everythings works fine.


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 PostPosted: 12 Jul, 2008 
 
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How do you save the markers to a file, and what does "level all markers do? I'm also unable to open the map in the gpg editor after using this. If I run a skirmish game the AI still says there aren't any markers. I know I'm doing some things wrong.

edit: I got the markers working by using level all. I still have the problem of being unable to edit the map itself. I have one height map issue to resolve, a few props to add and minor touch-up painting to complete the map. The height map issue is actually something that looks fine in vanilla but ugly in FA (underwater terrain features).

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 PostPosted: 12 Jul, 2008 
 
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rikkyDFS wrote:
Hi Hazard - great tool. I waited a long time for an editor like yours - so i started adding FA markers to supcom maps, at once.

There was only one issue. I modified a map from the vault (Desert Planet II.v0002) and renamed it to "Desert Planet II FA.v0002". I could modify the markers, but I could not save the map. The error message was something like: "Map names in the format SCMP_000 are reserved for original GPG maps ...".

If I renamed the map to "Desert Planet II FA" (without .v0002) everythings works fine.


I'm having the same problem but don't know how to rename it. I'm modifying my own map to get around not being able to edit it post markers.

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 PostPosted: 13 Jul, 2008 
 
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mocafrost wrote:
How do you save the markers to a file, and what does "level all markers do? I'm also unable to open the map in the gpg editor after using this. If I run a skirmish game the AI still says there aren't any markers. I know I'm doing some things wrong.

edit: I got the markers working by using level all. I still have the problem of being unable to edit the map itself. I have one height map issue to resolve, a few props to add and minor touch-up painting to complete the map. The height map issue is actually something that looks fine in vanilla but ugly in FA (underwater terrain features).


The problem with not being able to load a map, would be in the save.lua file. Just a space or coma in the wrong place, or even a missing coma would cause your problem. To solve it you need to open the save.lau in a text editor, find the problem and save it after fixing it.(time consuming but necessary). :)


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 PostPosted: 13 Jul, 2008 
 
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mocafrost wrote:
How do you save the markers to a file, and what does "level all markers do? I'm also unable to open the map in the gpg editor after using this. If I run a skirmish game the AI still says there aren't any markers. I know I'm doing some things wrong.

edit: I got the markers working by using level all. I still have the problem of being unable to edit the map itself. I have one height map issue to resolve, a few props to add and minor touch-up painting to complete the map. The height map issue is actually something that looks fine in vanilla but ugly in FA (underwater terrain features).


"level all markers" will move all markers to the ground height. usually the editor does this automatical, but when you load a map with lots of unproperly positioned markers you can use this function to move all of them to the ground level without having to move each of them by hand.

i'm surprised that the save.lua seems to be corrupted... it has to be a very special situation or it already had some problem before editing it with the marker editor. nevertheless, it would be great if you could send the corrupted map to my email-address ( hazard_x@gmx.net ).

the other problems will be fixed as soon as i figured out if the corrupted file problem is something that also needs to be fixed in the editor itself.


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 PostPosted: 13 Jul, 2008 
 
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I just emailed it to you from my msn.

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 PostPosted: 13 Jul, 2008 
 
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ok, i've figured it out now. one (usually pretty unimportant) value was defined as integer instead of string. this shouldn't be a problem, but the unofficial editor seems to be pretty picky about those things.

in the _save.lua file, the last two enties of the value "next_platoon_builder_id" are defined as shown here:
Code:
next_platoon_builder_id = 0,


but correct is:
Code:
next_platoon_builder_id = '0',


just add the two apostrophes or remove the whole entry and it should be fine again. I'll fix it in the next release.


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 PostPosted: 13 Jul, 2008 
 
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Thank you. Works great.

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 PostPosted: 14 Jul, 2008 
 
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okay, new version is up. the bugs should be fixed now.


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 PostPosted: 14 Jul, 2008 
 

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can this convert vanilla maps to FA?

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 PostPosted: 15 Jul, 2008 
 
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C.Lupus wrote:
can this convert vanilla maps to FA?
What do you want to convert? Every vanilla map made for the recent SupCom version also works in FA, usually.

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 PostPosted: 15 Jul, 2008 
 

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The maps work in FA, but don't work well for AIs. I don't think the utility puts in markers automatically, it's a tool to allow you to put in the additional markers much more easily than editing files.


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 PostPosted: 15 Jul, 2008 
 

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HTKatzmarek wrote:
The maps work in FA, but don't work well for AIs. I don't think the utility puts in markers automatically, it's a tool to allow you to put in the additional markers much more easily than editing files.
that's what i meant ^^

as in editing supcom made maps w/ updated markers and saving them for FA

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