[Alpha 0.606] FA Forever Map Editor

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Re: [Alpha 0.513] FA Forever Map Editor

Postby Exotic_Retard » 20 Dec 2017, 14:30

those value labels should be:
Densiti -> Density
Color Up -> Color Zenith / Zenith Color
also clearly we should be using real english and have Color -> Colour :>
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Re: [Alpha 0.513] FA Forever Map Editor

Postby ozonex » 20 Dec 2017, 15:45

Exotic_Retard wrote:those value labels should be:
Densiti -> Density
Color Up -> Color Zenith / Zenith Color
also clearly we should be using real english and have Color -> Colour :>


Oh, it was late and I was tired and named them just to remember what is what. It's not even final code.

Finally I will name them: Subdivisions axis and Subdivisions height, Horizon color, Zenith color. Not sure about "Colour", I'm not good in english and spelling correction always change it to "Color".

But I'm open to suggestions. If something is wrong I will just change it.
FAF Map Editor Alpha v0.605 > Get it now!
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Re: [Alpha 0.513] FA Forever Map Editor

Postby michips » 21 Dec 2017, 18:40

hello I cant not put an image on the presentation of the map (in the vault)
i use render..... that not fonctionel or i am a bad boy ? :mrgreen:
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Re: [Alpha 0.513] FA Forever Map Editor

Postby PandaCuddles » 21 Dec 2017, 18:48

You need to write the exact location of where you want to save the render into the field below. You can also just copy and paste from your explorer (might be easier).
I haven't found out how to make the render the preview image yet though.
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Re: [Alpha 0.513] FA Forever Map Editor

Postby ozonex » 21 Dec 2017, 20:36

v0.514
- New feature: File/Play map. Starts game with loaded map (thanks to b2ag)
- Editor now renders Preview image in *.scmap file
- Fixed *.scmap textures not being fully initialized when creating new map
- Editor recreates DDS header for every *.scmap texture when saving
- Added faction select and FogOfWar option in Edit/Preferences
- Changed decal textures wrap mode to Clamp
- Fixed undo steps number not being updated in preferences
- Improved performance of generating brush rotation
- Fixed rescaling of bmp texture imported as stratum mask
- New maps will now have added ".v0001" to folder name
- Editor can now interpret some data of procedural skybox. It will change the skybox size depending on the size of the map.
- Fixed toggles in Areas tool
- Areas are now rendered on the water
- Changed max rotation symmetry steps from 8 to 16
- Fixed wrong path to decal texture when creating new decals

Hotfix1
- Fixed mirrored brush textures being empty


This release fix some critical bugs, especially when you created new map fully in this editor. Maps were missing preview image and some data was not initialized and missing. Nobody before created new map only using this editor. These maps need to be updated in valut. Here is more info how to do it:
https://wiki.faforever.com/index.php?ti ... ap_Version

Please test this build and report eventual bugs.

I finally started working on the Wiki page. There is already info about shortcuts. If someone want to help with it then just send me PM.
https://wiki.faforever.com/index.php?ti ... Map_Editor


Download
https://github.com/ozonexo3/FAForeverMapEditor/releases/tag/v0.514-alpha

Image



michips wrote:hello I cant not put an image on the presentation of the map (in the vault)
i use render..... that not fonctionel or i am a bad boy ? :mrgreen:


Resave map with new build. Old one was not generating preview image used in the game and in the vault.
Last edited by ozonex on 21 Dec 2017, 23:06, edited 1 time in total.
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Re: [Alpha 0.514] FA Forever Map Editor

Postby PandaCuddles » 21 Dec 2017, 22:44

We now have the problem, that changes in the terrain are applied in an extreme manner on the other side (using XZ symmetry). It therefore breaks the whole map. This wasn't a problem before and we had the same problem on two different maps on two different PCs.
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Re: [Alpha 0.514] FA Forever Map Editor

Postby ozonex » 21 Dec 2017, 23:07

PandaCuddles wrote:We now have the problem, that changes in the terrain are applied in an extreme manner on the other side (using XZ symmetry). It therefore breaks the whole map. This wasn't a problem before and we had the same problem on two different maps on two different PCs.


Just fixed that and uploaded hotfix. Try now. I changed texture rotation and mirror code but forgot to also test if mirror works.
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Re: [Alpha 0.513] FA Forever Map Editor

Postby svenni_badbwoi » 22 Dec 2017, 00:35

ozonex wrote:These maps need to be updated in valut. Here is more info how to do it:
https://wiki.faforever.com/index.php?ti ... ap_Version


Hey that is the old way of uploading maps - I believe

Here is the new one: https://wiki.faforever.com/index.php?ti ... ap_Version
IN SHORT: remove ".v000x" from folder and files (scenario.lua and script.lua) before upload! The upload will add ".v000x" for you (If you don't remove it the map won't work, because ".v000x.v000x" is writen in files). The map version will be defined by "map_version = x," in scenario.lua
Last edited by svenni_badbwoi on 22 Dec 2017, 13:47, edited 3 times in total.
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Re: [Alpha 0.514] FA Forever Map Editor

Postby CookieNoob » 22 Dec 2017, 00:46

If you don't remove it the map won't work, because ".v000x.v000x" is writen in files

thats not true afaik. When you upload a map, the map folder will be automatically get a new name based on the map_version and name in the scenario file, all paths are adjusted to this rename.

So adding or removing the version ending of the folder will have actually no effect at all.
Check out the next level of maps: viewtopic.php?f=53&t=13014
For adaptivity, customizability and less clutter in the vault.
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Re: [Alpha 0.514] FA Forever Map Editor

Postby svenni_badbwoi » 22 Dec 2017, 01:42

maybe it was changed, but I broke first version of my adaptive maps, when I tried to upload with ".v000x" in files. folder was not affected though.

Spoiler: show
scenario_error.PNG
scenario_error.PNG (28.49 KiB) Viewed 2668 times
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