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schorote
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Posted: 04 Jun, 2008
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Joined: 04 Jun, 2008 Posts: 12 Location: Germany, all big Citys
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ok hi all, this is my first post, but i like to fire up with a bang
I just Play this Game with my Brother over and over, and we like to fight against thoes nice AIs like Sorians and other. But there are to few big maps (80x80) with big eareas of Land and so i did some my own, maybe i will share tham also.
By building those Maps i stumble over those cool forum topics (Markers Tutorial and FA Markers) And tryed it. Its great and working. But sadly you may know how hard it is to Put all those Markers in by hand... (with a Texteditor) and what for a work on 80km x 80km
So spending some time to write a tool will save this long time!
I downloaded Visual Basic 2008 Express (or what ever its called) and wrote this tool. if you ask why vb2008 (i just have to keep learning in more than one language normaly i use c (with opengl) but this time i needed also a fast way to fire up a GUI.
To the Point: This is now done in 2 Days, Sorry to say its just a Viewer right now, but maybe it helps anyway (to check marker positions and thair adjectedto parameters)
So, editing and saving does not work right now, but will be included.
Here the Readme:
Code: This is the first version 0.1 of FAME (Forged Alliance Marker Editor) To install just run the setup.exe Just right now there are no edit funktions, so handle it just as Viewer, but so you could visualise your LandPN Markers and connections.
Please keep in mind that i just put this code out in 2 days, in a language i do not realy know (vb2008) as i just tryed it the first time. if you find a bug, just report in the forums.
until markers are editable in this application follow this instructions: http://forums.gaspowered.com/viewtopic.php?t=27009
This is how my application can help you right now:
1. Step: After Placing The Blank Markers in your map with the Supcom Map Editor, and renaming them to LandPNXX (atantion, its case sensitive) with a Text Editor like diskribed in this Post: http://forums.gaspowered.com/viewtopic.php?t=27009
2. Step: Save the high map (or a color blueprint) of your map as bmp, jpg, or png. The Resolutions should fit the same as the highmap i.e. if your map is a 20km x 20km it should be a 1025x1025 image. Otherwise the displayed Positions are wrong! Fire up This Application, and Load over the Menu (-> Map -> Load Reference Map ) your highmap.
3. Step: Again over the Menu (-> Map -> load save.lua) load your map *.save.lua file (witch you edit befor to change blank markers to LandPN) Now you will have all LandPN Markers and there adjectedto parameters loaded and overlayed on your Map.
4. Step: Thats all right now this application can do, so it should now easy to see, where you have wrong connections or forgot ones. Other things to mention:
This piece of code is just 2 days old, so dont expect any big things. Also, if you change some things on your Map, I advice to restart the whole application, to avoid any problems.
Hope it helps, have fun, schorote
http://karltronics.de
Versions 0.1 0.2 and 0.3 are outdated by 0.4!
(for details and help look down this thread or post your question)
If you find Bugs, Post them here, and tell me what you think.
schorote
Last edited by schorote on 25 Jun, 2008, edited 2 times in total.
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sorian
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Posted: 07 Jun, 2008
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Joined: 28 Feb, 2007 Posts: 3861 Location: Marysville, WA USA
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Any way we can get it translated to English?
_________________

Steam Id: _sorian_
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schorote
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Posted: 08 Jun, 2008
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Joined: 04 Jun, 2008 Posts: 12 Location: Germany, all big Citys
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is it in german? the install file or the application itself?
i do all text in the application direct in english (so there are no other languages supported at all  )
but if the Install application (witch is also served by visual basic, didnt used it befor) i will try to put this in english as well.
dont use the crapy version above, later this day i will release here a newer version, witch looks like this right now:
LeVirus provided me some Shots of his own work, and ill take up his good ideas.
Also i will put the source within the final version, or if some one else likes to have it just pm me (dont expect any greate code its just does what it needs to do, and is written fast  )
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schorote
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Posted: 08 Jun, 2008
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Joined: 04 Jun, 2008 Posts: 12 Location: Germany, all big Citys
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I know, I know, this is a double post, but please dont cut my head of:
heres today fame 0.2 download:
edit:
DOWNLOAD FAME 0.2:
OUTDATED GET FAME 0.3!
http://karltronics.de/downloads/fame03.zip
see post 14 down here for instructions.
also this version isnt an editor as well, so it only let you view those maps.
but looking to next weekend, ill see a version 0.3 and first things to do changes and save...
please report any problems, i did this time no installer in, and i hope there are no needed files missing.
so long, schorote
Last edited by schorote on 10 Jun, 2008, edited 1 time in total.
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Col. Jessep
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Posted: 08 Jun, 2008
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Joined: 08 Aug, 2007 Posts: 1857 Location: Aachen, Germany
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If you can make a working editor out of this, it will be amazing! Its already extremely useful to see where GPG placed the markers on their maps and how the PNs are connected.
Its so annoying to place all the blank markers and edit them in Notepad++.
Kudos and I hope you can get the editing part working!
Supergeil, ich wünschte, ich hätte dein tool schon letzte Woche gehabt, das hätte so viel Popelsarbeit erspart! Ich glaube, ich warte noch mit der Arbeit an meinem neuesten Projekt, bis du mit dem Editor fertig bist...
Thanks a lot!
_________________ Find out more about this girl and Monday Night Combat: http://www.uberent.com/
 My maps: http://scu.insidesupcom.de/Col_Jessep/
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schorote
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Posted: 08 Jun, 2008
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Joined: 04 Jun, 2008 Posts: 12 Location: Germany, all big Citys
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thx for your answer, actualy version 0.3 will have the option to move points around, and linking Land Path Nodes together. To save your work first ill just let you copy and paste new data, until ill realy sure not to mess up the lua files.
ich hab selber stunden gebraucht um zu kapieren das ich 2 LandPN Marker vertauscht hab... und wunderte mich schon weshalb die KI über die Berge läuft  Die zeit für das tool hab ich nach 3 Maps wieder raus...
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sorian
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Posted: 08 Jun, 2008
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Joined: 28 Feb, 2007 Posts: 3861 Location: Marysville, WA USA
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Are you going to be able to see the map while editing the markers?
_________________

Steam Id: _sorian_
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schorote
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Posted: 08 Jun, 2008
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Joined: 04 Jun, 2008 Posts: 12 Location: Germany, all big Citys
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I do not have plans for any other map loading then over refwerence image, (this works all ready, so if you work on your map i think you have yout heightmap as bmp or at least a "design scrach" in jpg or png) only point is, it also has to have map size (ie 80x80 km maps as 4069x4069, but if there are markers outside the editors workspace are expanding.
also working on smaller maps l3dt standart editin is limited by 40x40 km maps (2049x2049 heightmaps), but can import 16bit raw files and export them to bmp/jpg and other formats (see screenshot above)
so thats the route: up to final version 1.0:
load the markers from save.lua and resource map (already in 0.2)
moving existing points and link them together (0.3)
add new markers, delete markers
handy raw data edit (all tags unknown by editor)
if those AI mod creator (like you, sorian & co) likes to use some AI additional markers ill put them as template in
save the *save.lua file
so, thats what in 1.0 should be in.
other things maybe added after fame 1.0 (or small things maybe on wip)
edit: if you dont see the map right now in version 0.2, you may have to upgrade your .net framework to 3.x (its that crappy vb2008 stuff....
if i hadnt used that.... (hurts in my soul already...)
so long, schorote
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sorian
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Posted: 08 Jun, 2008
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Joined: 28 Feb, 2007 Posts: 3861 Location: Marysville, WA USA
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I was trying to load default maps to look at the marker layout. I was thinking this tool would be really handy for those "Ur AI sux on dis map!!!1!" posts. I could open up a custom map and say "Gee, there aren't any AI markers."
_________________

Steam Id: _sorian_
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Dragon Fly
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Posted: 08 Jun, 2008
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Joined: 21 Feb, 2007 Posts: 516
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Hi schorote,
Could you also make AmphPN markers be connected by lines, because it is the same as LandPN, AirPN and WaterPN.
Sample
Quote: ['AmphPN15'] = { ['hint'] = BOOLEAN( true ), ['graph'] = STRING( 'DefaultAmphibious' ), ['adjacentTo'] = STRING( 'AmphPN11 AmphPN10 AmphPN14' ), ['color'] = STRING( 'ff00ffff' ), ['type'] = STRING( 'Amphibious Path Node' ), ['prop'] = STRING( '/env/common/props/markers/M_Path_prop.bp' ), ['orientation'] = VECTOR3( 0, -0, 0 ), ['position'] = VECTOR3( 289.5, 17.2832, 47.5 ),
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Col. Jessep
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Posted: 09 Jun, 2008
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Joined: 08 Aug, 2007 Posts: 1857 Location: Aachen, Germany
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All you mappers out there: Get this tool! I checked the new version this morning and it is awesome! I found a few glitches in my marker placement without the usual hours of testing the map ingame, in the editor and in Notepad. Plus the design is great and you can select/choose which markers are shown - that is really useful if you have many markers!
schorote, thanks for this, its already extremely useful and if you can get the editing function working...
Wenn ich noch so 2-3 Ideen äußern dürfte:
- Eine Zoomstufe kleiner (0,5-fach) wäre genial für größere Karten. Ab 20km muss ich scrollen, kein Problem, aber eine Übersicht über die ganze map wäre super.
- Kannst du vielleicht noch eine Option einbauen, wo die Verbindungslinien zwischen den Markern etwas stärker ist, 3-5 Punkte vielleicht. Das wäre dann für die Übersicht, das 'Netz' muss ja stimmen.
Beides ist aber mehr für Feintuning und muss auch nicht unbedingt sein, Im Zweifel bitte erst die Editorfunktion...
Ich sag nur *VORFREUDE*! Dann kann ich endlich meine alten maps mal überarbeiten für die FA AIs!
_________________ Find out more about this girl and Monday Night Combat: http://www.uberent.com/
 My maps: http://scu.insidesupcom.de/Col_Jessep/
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schorote
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Posted: 09 Jun, 2008
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Joined: 04 Jun, 2008 Posts: 12 Location: Germany, all big Citys
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yes, further or later amphi markers will show up conections. i did last night some additional stuff, so i changed the "marker list" (right bottom) and marker info box (right upper box) to a tree view (like in explorer the left folder view) so now theres a better overview to the markers. by expanding the markers show by the application "known" tags, while a second expandeble tag shows unknown tags of the lua script parts.
And for those who already tryed out, i did moving markers around to work
stay tuned, next release will be there in a short time.
addidinal zoom faktor (multiplicator 4) i tryed that, but i have to do some trick there... i do have 4gb ram, on my mapping and coding machine at home, but thats definitive to large (crashes application) by a 80x80 map...
so maybe i have to split the image first...
or i realy have to use opengl (yes i know, why not that in first place... this projekt is only a side tool, not my life work  )
so long, schorote
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HazardX
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Posted: 09 Jun, 2008
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Joined: 19 Feb, 2007 Posts: 71 Location: Hannover, Germany
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well, for zooming it would be best to blit just the visible part of the texture to screen (and scale just this part up) instead of resampling the whole bitmap in a higher resolution. how are you drawing the image to screen? if you are using system.drawing.graphics for drawing, the "DrawImage" functions provides the functionality to take a source rectangle from the original image and draw it to a target rectangle on screen (scaled). however, best method to handle supcom textures is to use directx, since supcom uses the default directx file formats and drawing in dx is alot more performant than software blitting.
if i would've known that GPG isn't going to update thier MapEditor for supcom, i would have spend some time porting my editor to FA or at least release the marker editor of it as a standalone for FA. but i was absent from the supcom community for one year and didnt know of this deficiency. :/
nevertheless, your tool looks great! keep up the good work!
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schorote
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Posted: 10 Jun, 2008
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Joined: 04 Jun, 2008 Posts: 12 Location: Germany, all big Citys
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finaly your development pause just powered my start with this  i know thosend did said this befor, but i have to say too: your editor is great! (I do use them also for fa)
i did used directx only over an engine in the past, and are now more familar with opengl. So i dicided to use e.grafics blitting. (but not in right now (and so 4th zoom level)) Also this will stay as a Marker Editor, and i think its more to see as a additional tool fitting to all your works done right now.
Last 2 days i spent some time to add a tree view, and the ability to move Markers, and link them together (adjected to Tag) but adding and deleting markers will not be included to 0.3
also as said above, i did included conections between ampibiean Path Nodes,
and try now to get a working "save lua" part.
if its tonight in, there will here a test version for download.
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schorote
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Posted: 10 Jun, 2008
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Joined: 04 Jun, 2008 Posts: 12 Location: Germany, all big Citys
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As promissed here we go again:
FAME 0.3
DOWNLOAD: http://karltronics.de/downloads/fame03.zip
You need Framework .NET 3.5 to run this tool, get it here:
http://www.chip.de/downloads/Microsoft-.NET-Framework-3.5_20894571.html
In this Package is no Readme, so please read this instead:
Things now in FAME 0.3:
- Loading and saving Markers from *save.lua files:
when you save, there will be a new file created: yourmapname_save.lua.txt, please verify that the new marker data is correct! Do a backup of your Map befor you use this Tool, its far from finish.
- Marker Selecting:
Do it in 2 Ways, first you can select Markers by clicking on them in the treeview (right border)
or click the select Marker tool (icon with a small M and a Mouse cursor Triangle). and Click on the Marker itself on the Map.
- Moving Markers:
After you selected a Marker, click the Move Marker icon (small M with an arrow) and than click on the Map to its new Destination.
- Link them together: (adjectedto Tag  !!!!!)
Select a Marker you like to select (most times LandPN,AirPN and so on...) now click on the Marker conect Icon (small M with Dots linked with Lines) now click every Marker you like to be in our [adjacentTo] Tag of the selected Marker (keep in mind theres no erease function jet, nor a function to put the selected marker in the tag of the cklicked one).
- small changes:
The treeview on the right Side: just cick on a Marker to expand its data, right now its read only, but in fame 0.4 it will also provide you options like deleting Markers, Links to other Markers, Writing Positions or what ever. Also the Raw Data (every Unknown Line FAME does not understand will be there editable)
Amphibean Path Nodes Conections are now visible.
The Conections to other Markers are now highlighted when a Marker is pressed.
so thats enought for 2 Days, please try it out, i cant right now to test it with forged alliance (i am only on the weekend at home) and so i hop i didnt miss any thing right now.
Some things missing in 0.3: by saving the lua file, i always louse 1 byte (but i do not know witch one...) see the file size in the propeties over explorer
Also not every Marker type is already known by FAME and some cant be hided by the Filter options. If you find other Bugs, dont keep them, eat them. So tell.
So long i hope it works,
schorote
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LeVirus Watts
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Posted: 12 Jun, 2008
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Joined: 08 Apr, 2007 Posts: 522 Location: Colorado, US
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Though the application will open under .NET framework 2.0.50727, opening LUA files is not supported. If you need to update your framework, skip on up to 3.5 to begin with.
_________________
Mapping: 1, 2
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HTKatzmarek
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Posted: 20 Jun, 2008
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Joined: 03 Jun, 2007 Posts: 550
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Excellent tool, I really appreciate it! Question: Is it possible to use the Add Marker button yet, if so, how? Or is that button not operable, and for a future version?
Thanks...
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Cobaltur
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Posted: 21 Jun, 2008
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Joined: 28 Feb, 2008 Posts: 47
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Can not open anything. Any Idea?
Code: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.IO.FileNotFoundException: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified. File name: 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' at Fame.Form1.LoadMapsaveluaToolStripMenuItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
WRN: Assembly binding logging is turned OFF. To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1. Note: There is some performance penalty associated with assembly bind failure logging. To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- Fame Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Documents%20and%20Settings/Tron/Desktop/fame03/fame03/Fame.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- System.Configuration Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
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schorote
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Posted: 21 Jun, 2008
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Joined: 04 Jun, 2008 Posts: 12 Location: Germany, all big Citys
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@ HTKatzmarek
Quote: Question: Is it possible to use the Add Marker button yet, if so, how? Or is that button not operable, and for a future version?
you are right, it does not have any function yet, nevertheless the addmarker button will be in Fame 0.4
until then you have to insert them manualy, but moving and linking works (be sure you link in both directions, this will be done automaticly in 0.4)
@ Cobaltur
it seams you did not install Framework 3.5, please download and install it, to get fame to work.
you can get it here: http://www.chip.de/downloads/Microsoft-.NET-Framework-3.5_20894571.html
_________________
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LeVirus Watts
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Posted: 25 Jun, 2008
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Joined: 08 Apr, 2007 Posts: 522 Location: Colorado, US
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Should have added this to the sticky sooner. It has been now.
_________________
Mapping: 1, 2
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schorote
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Posted: 25 Jun, 2008
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Joined: 04 Jun, 2008 Posts: 12 Location: Germany, all big Citys
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and here we go in the next round:
So, due to my work, I had to slow down the development of this tool, but now heres what's now in it:
- added Filter Buttons, (for ampfibous and so on)
- added a "copy Marker Button"
- added a context menu to the tree view, for further options
- added a "delete Marker" Menu button to the context
- changed link Marker together (links now in both directions)
Whats not in it right now:
- Add Marker Button
- Zoom Levels crash Application in deeper views (don't use it right now!)
- Edit Marker Tags by Hand Option
- Marker Path Node Links Delete Option
Marker Description:
So, how you can use this Tool now? heres how it helps:
first, add with your editor, or by hand like you did before and explained in the FA MArker Post, one Marker you Like to use (i.e. LandPathNode)
second step: lunch Fame 0.4, load your LUA file, and select your new Marker. Click the Copy Marker Button from the Toollist, and click now on the new Marker Position, where your marker should appear. (redo until all your Markers are in, and if you like use the Move Marker Button to set the Position correctly). now use connect all Markers together by selecting a marker, and click on the Marker you like to connect to.
How to Delete Markers: First select the Marker you like to delete (with the select Tool on the Map, or within the List on the right side), right click on the Marker List on the right, and a Context menu will appear. On top of the Menu you will see the Marker, modifyed by your Menu choose now. Click on Delete Marker, and it will be erased (and all Links to it) Other Options don't work right now in this Menu.
OK Long Text, where to get it?
DOWNLOAD HERE and NOW:
http://karltronics.de/downloads/fame04.zip
What do i need to run it?
Only the Framework .NET 3.5, without loading LUA Files will not work.
http://www.chip.de/downloads/Microsoft-.NET-Framework-3.5_20894571.html
How you can help me, or how can this tool fit your markers:
I am close to add the "Add Marker Button". To do so, i will build in Marker Templates. If you have a wish of a Marker Template, Post the Marker Tags here.
So long, happy mapping,
schorote
_________________
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sveno
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Posted: 26 Jun, 2008
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Joined: 22 Mar, 2007 Posts: 246
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Thank you for the update.
One question tho, if you are able to copy markers,
how do you handle the Z pos without heightmap?
_________________ Maps: Battle Isles R1 (Version 1) & R2 (Version 2)
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Dragon Fly
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Posted: 26 Jun, 2008
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Joined: 21 Feb, 2007 Posts: 516
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Thank you for this great program schorote. 
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Col. Jessep
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Posted: 26 Jun, 2008
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Joined: 08 Aug, 2007 Posts: 1857 Location: Aachen, Germany
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Hi, schorote! Thank you very much, FAME 0.4 works like a charm!
Tested the new version and its awesome! I placed all necessary markers for a 5x5 map in maybe half an hour - this would have taken me hours in Notepad++!
If you could get the key shortcuts working it would be even more awesome than it is now...
(SHIFT+LMB= move marker, CTRL+LMB=copy...)
Copying, moving, connecting seems to work perfectly and if you can implement the 'place marker' feature it would be great!
@Sveno: I opened the map with the fixed AI markers in the map editor again, selected all markers and moved them a little bit around. I also activated 'snap to o-grid' to make sure all mex and HCPP spots are aligned. Takes 1 minute to do it in the editor and probably saves schorote a lot of work if he doesnt have to implement that too. Unless he wants to of course.
Im not even sure if it makes any difference for the AI.
This is the most useful FA mapping tool, thanks a lot schorote!
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