[Alpha 0.604] FA Forever Map Editor

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Re: [Alpha 0.514] FA Forever Map Editor

Postby michips » 22 Dec 2017, 18:37

Help pls ^^
i rebuild a map with new version mapeditor and image in the vault work well
but when i test i be surprise tosee the map becomes dark when a zoom up and is back normal when i zoom down (to o metres as 10 mettre more or less)
dont understand why ? :?:
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Re: [Alpha 0.514] FA Forever Map Editor

Postby ozonex » 22 Dec 2017, 18:45

michips wrote:Help pls ^^
i rebuild a map with new version mapeditor and image in the vault work well
but when i test i be surprise tosee the map becomes dark when a zoom up and is back normal when i zoom down (to o metres as 10 mettre more or less)
dont understand why ? :?:


What is the size of the map? Try saving as v56
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Re: [Alpha 0.514] FA Forever Map Editor

Postby michips » 22 Dec 2017, 18:59

size :20x 20 km
vault name is : michipsMadCircle
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Re: [Alpha 0.514] FA Forever Map Editor

Postby ozonex » 22 Dec 2017, 20:30

michips wrote:size :20x 20 km
vault name is : michipsMadCircle


Just tested it and it caused by too big height differences. You need to lower mountains a little.

Also disable water if you don't use it.

Edit:

Just made some tests. Height difference between the lowest and the highest point need to be lower than 50.

I think I will block in editor making higher height differences.
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Re: [Alpha 0.514] FA Forever Map Editor

Postby biass » 22 Dec 2017, 23:17

Please actually don't do that.
The black plane bug has a number of workarounds that allow mappers to still work beyond the boundary, and are clearly visible in the mapping forum.
If you do add this block please also add the ability to disable it.
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Re: [Alpha 0.514] FA Forever Map Editor

Postby michips » 23 Dec 2017, 01:06

the black was the level of water....water or no water and reeight water no change anything
the mistake comes from the fact that at the beginning I put 16 meters of water and 17metres of land
I tried everything but no work and I finally had to level everything flat at 30 meters and just remake the mountains. ;)
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Re: [Alpha 0.514] FA Forever Map Editor

Postby ozonex » 23 Dec 2017, 01:13

michips wrote:the black was the level of water....water or no water and reeight water no change anything
the mistake comes from the fact that at the beginning I put 16 meters of water and 17metres of land
I tried everything but no work and I finally had to level everything flat at 30 meters and just remake the mountains. ;)


Come on man, I explained to you what was the issue. Water has nothing to do with it. Just mountains were too high
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Re: [Alpha 0.514] FA Forever Map Editor

Postby michips » 23 Dec 2017, 13:04

you're right I said anything true in fact during my tests I had not lowered enough the height of the mountains (I retest with the old backup)
OMG i made map in 1/2 hours and I put several hours tried to repair it :mrgreen:
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Re: [Alpha 0.514] FA Forever Map Editor

Postby ozonex » 23 Dec 2017, 14:43

Today i found in gamedata/effects.scd shader file sky.fx. There are some values from procedural skybox that I didn't know what they are. After some trials i finally get all values exactly and code how they are used in game. Only MidRgbColor and Clouds7 values are unknown, but they are always 0.

I can now in Unity change skybox size, shape, position, colors, sun, planets and also color and animation of clouds. Will be great to make tools for that in future. Right now I will leave it and if someone expirienced want to play with them, then you can get Unity Editor and Map Editor source code and do what you want. You can also do it without Unity Editor in next build: Export skybox to file, edit in notepad and then import it again.

Image

Here is the code for reading and saving skybox bytes:
https://github.com/ozonexo3/FAForeverMa ... boxData.cs
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Re: [Alpha 0.514] FA Forever Map Editor

Postby Franck83 » 24 Dec 2017, 18:12

Very nice work ozonex if you are adding shader values on your editor.

Please note some remarks about editing shader variables if you want to play with them.

viewtopic.php?f=41&t=14527&hilit=shader

I managed to do it in the Terrain.fx file, I twisted it a bit to my will but I managed. I ended up replacing whole variables in the file then making a new variable with the original name, then I set a value for my variable. I had to keep the old one in there because it'd crash the game if I didn't. For example;
float3 SunColorM = float3(1,1,0.9);
float3 SunColor;
:D I did this with a few of them so that I could set my own values that would work across every map. I like consistency....


Keep on your good work (you have my donation support).
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