[Alpha 0.604] FA Forever Map Editor

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Re: [Alpha 0.413] FA Forever Map Editor

Postby ozonex » 14 Mar 2016, 08:52

I've got it! Saving works :)

I rebuild DDS header with header that was loaded at begining. For DXT5 compression I used unitys GetRawTextureData() that returns bytes, even for compressed formats.

In next update I will add symmetry and undo history for heightmap brush.
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Re: [Alpha 0.413] FA Forever Map Editor

Postby Downlord » 14 Mar 2016, 09:41

ozonex wrote:In next update I will add symmetry and undo history for heightmap brush.


Symmetry for ANY editing step would be awesome! First I'd go with an user-defined symmetry axis which simply mirrors whatever you do. Later, you could add point symmetry that mirrors anything you do into the other N areas (e.g. you slice the map like a pizza, edit one slice and see the results on all other slices)

Maybe that was already your plan, otherwise it's some brain food :)
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Re: [Alpha 0.413] FA Forever Map Editor

Postby ozonex » 14 Mar 2016, 10:47

Downlord wrote:
ozonex wrote:In next update I will add symmetry and undo history for heightmap brush.


Symmetry for ANY editing step would be awesome! First I'd go with an user-defined symmetry axis which simply mirrors whatever you do. Later, you could add point symmetry that mirrors anything you do into the other N areas (e.g. you slice the map like a pizza, edit one slice and see the results on all other slices)

Maybe that was already your plan, otherwise it's some brain food :)



Right now it supports all symmetry options for all working tools. It support: Horizontal, vertical, horizontal+vertical, Diagonal, Diagonal2, and radial (like a pizza) with 2-8 peaces
Here is old video showing symmetry options

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Re: [Alpha 0.413] FA Forever Map Editor

Postby ozonex » 14 Mar 2016, 22:17

v0.414
- Finished *.scm file save with backup (can save all DDS textures)
- Export/Import heightmap to *.raw
- Faster loading (ignore already loaded/unpacked files)
- "Add to heightmap" and "set height" functions
- Custom brush (greyscale png images in FAForeverMapEditor_Data/Structure/brush)
- Increase brush texture mipmap to remove blur on brush

Image

http://ozonex.pl/fafmapeditor/fafmapeditor_alpha_v0414.zip
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Re: [Alpha 0.414] FA Forever Map Editor

Postby Lionhardt » 15 Mar 2016, 00:06

Very nice. I assume though you are aware of the strata looking very different in you editor than in the original editor? Maybe the strata scale (that vlaue that you an chang ein the original editor with the slider in the strata layer dialogue) is ignored or something?
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Re: [Alpha 0.414] FA Forever Map Editor

Postby ozonex » 15 Mar 2016, 09:21

Lionhardt wrote:Very nice. I assume though you are aware of the strata looking very different in you editor than in the original editor? Maybe the strata scale (that vlaue that you an chang ein the original editor with the slider in the strata layer dialogue) is ignored or something?

True, it's require some work with terrain shaders and maybe something is also wrong with texture orientation in world and theirs mipmaps. Because its different engine, with different lighting system it need lot of work to make it look the same. I can't just take shaders from FA.
That sliders are UV scale and its implemented.

Here are some screens how it looks now in editor and how it should look.

Image
Image

Image
Image

What I need to check first:
- Texture blending looks different, but I used same code in shader. Need to check and fix it. Maybe its not using 5, 6,7 and 8 stratum layer.
- Shadow color works wrong. Gets darker when sun light is stronger. Also high value should cause highlights to gets darker.
- Textures are rotated 90 degree - wrong orientation
- Fog looks different. I use standard linear fog, but what I see in SC Editor is that fog use terrain height and how close camera is to ground.
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Re: [Alpha 0.414] FA Forever Map Editor

Postby Anihilnine » 15 Mar 2016, 12:30

Fa uses the mipmaps so as you zoom out it displays a blurred base colour instead of the hi res texture - which looks lame at high zoom
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Re: [Alpha 0.414] FA Forever Map Editor

Postby Anihilnine » 15 Mar 2016, 12:32

Fa uses two different shaders - terrain and terrain2. Only the second one has access to the top 4 strata. Lion would be using the other one (cos I remember he likes it better) so maybe you copied wrong shader code. Almost all maps use the original shader... With very few exceptions the only maps that use terrain two are every built in map - eg setons

edit: million -> lion (autocorrect)
Last edited by Anihilnine on 15 Mar 2016, 13:06, edited 1 time in total.
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Re: [Alpha 0.414] FA Forever Map Editor

Postby speed2 » 15 Mar 2016, 12:48

In original editor you have 3 choices actually: TTerrain, TTerrainXP, TTerrainGlow. where second and third can use all 8 strata. And since I've started promoting using all strata to as many mapper as I could, also it's on wiki. Today there's a lot more maps that are using them than you think. It's not just FA maps.
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Re: [Alpha 0.414] FA Forever Map Editor

Postby Anihilnine » 15 Mar 2016, 13:05

what speed says

(haven't looked at this stuff for >1 year)
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