[Alpha 0.606] FA Forever Map Editor

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Re: [Alpha 0.520] FA Forever Map Editor

Postby ozonex » 27 May 2018, 07:59

I made lot of changes and fixes in creating new map. It now displays message when something is wrong.
Initial height is fixed, was changeing terrain to wrong height.
There is new dropdown when we can select initial number of players (1-16)
New map will have spawn points for every army, so you can just play it right after creating it.
It will also create "NEUTRAL_CIVILIAN" and "ARMY_17" by default.


Egon wrote:filling the hole in the video with "target height" would result in changes to the cliff right next to it,
thats why "minimum height" is far superior method as it has been the case in the official editor.

oh, get it now why you want paint with 0 strength - to just use mini/max. Just added support for 0 strength.
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Re: [Alpha 0.520] FA Forever Map Editor

Postby BorgCubeJanitor » 27 May 2018, 10:12

v0.507
...
- Many changes with water rendering (imports most of water settings like water mask, water color, normal textures, animation, scale, foam)


I have a question: how can i import water settings with foam? I've tried importing water settings from original map with waves ( SCMP_001 ), but it imports everything except waves. Buttons in Waves tool are not working and log file doesn't saying anything. I suppose this tool not working yet.
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Re: [Alpha 0.520] FA Forever Map Editor

Postby ozonex » 27 May 2018, 10:28

BorgCubeJanitor wrote:
v0.507
...
- Many changes with water rendering (imports most of water settings like water mask, water color, normal textures, animation, scale, foam)


I have a question: how can i import water settings with foam? I've tried importing water settings from original map with waves ( SCMP_001 ), but it imports everything except waves. Buttons in Waves tool are not working and log file doesn't saying anything. I suppose this tool not working yet.

Waves are not ready yet :/ I want to work on them after units are ready, so right now you need to make them in official editor.
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Re: [Alpha 0.520] FA Forever Map Editor

Postby ozonex » 27 May 2018, 10:39

v0.521
- Units rendering using GPU Instancing (support for up to 4096 per unit type)
- Units can now be moved and rotated
- Units now update when heightmap change
- Fixes in fog rendering
- Added Ctrl+S shortcut for saving map
- Fixed lags when painting heightmap near map borders
- Updated adaptive script, options and tables to new version
- Changed UI layout of Adaptive tool
- Brush textures are now clamped
- Path nodes of different type, can no longer be connected (but can be disconnected)
- Fixed terrain normal not updating in some cases
- Fixed wrong minimum numbers for heightmap brush size and strength
- Reduced strength of heightmap brush for values lower than 20 (should give more control)
- Added option "Player count" to creating new map
- Editor now create army markers when creating new map. New map can now be played by default.
- Fixed initial height when creating new map
- For new maps editor will add extra armies "ARMY_17" and "NEUTRAL_CIVILIAN"
- WIP builds will now inform, if final release is available

Units
Work in Progress units are in this build. They are not finished, but you can move and rotate them. Still have lot of work, but I decided to release new build because some bug fixes.
I'm also thinking if and how to do UnitBrowser. Making full browser will take a lot of time and I need to learn first how to display them in UI. Maybe just field with code name will be enough for now? There are some unit databeses so its quite easy to find it.

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https://github.com/ozonexo3/FAForeverMapEditor/releases/tag/v0.521-alpha

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Re: [Alpha 0.521] FA Forever Map Editor

Postby Coshina » 27 May 2018, 11:45

Hey. how do I add units to the map for example T1 or T2??
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Re: [Alpha 0.521] FA Forever Map Editor

Postby Blue_Owl » 27 May 2018, 19:54

Coshina wrote:Hey. how do I add units to the map for example T1 or T2??


Units feature is not finished yet.
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Re: [Alpha 0.521] FA Forever Map Editor

Postby Egon » 27 May 2018, 20:00

impressive, heightmap painting is spot on now.

i sometimes get strange numbers overwriting windows clipboard content.
all units are orientated north to south.
except some are tilted a bit and iam unable to center them with rotation tool.
t3 SAM/t1 pgen appear to be a half grid buildings while in fact they are full grid.
half grip buildings can be build on steeper slope. walls have no limit on slope.

about the unit browser, how about a small scrollable window on the left like the brush shape/markers window.
one dropdown field/button above for race and maybe another for simple categories (defence/base/land/Tier 1.2.3.)
left mouse then heighlights selected unit. left mouse places 1 unit under the cursor. deselecting unit-type lets user drag mouse again to select multiple units.
also ctrl-c/x/v paste and copy.
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Re: [Alpha 0.521] FA Forever Map Editor

Postby ozonex » 28 May 2018, 08:13

v0.521 Hotfix 1
- Clean units when unloading/loading map
- Fixed markers with number < 10 not loaded to some adaptive table types
- Fixed crash on loading map with "maxPlayerOnMap" value in tables file
- Fixed "maxPlayerOnMap" not being properly added to tables file when saving
- Ctrl + s now work properly
- Fixed crash on loading some units that can't be found in gamedata (like new FAF units)

Download
https://github.com/ozonexo3/FAForeverMapEditor/releases/tag/v0.521-alpha

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Re: [Alpha 0.521] FA Forever Map Editor

Postby ozonex » 07 Jun 2018, 08:36

v0.522
- Scrolling now works in Resource browser
- Fixed default empty normal map texture
- Fixed game crash on maps saved in v60 file format
- Fixed Heightmap import/export/set/add bug
- Fixed update of Textures tool when undoing stratum changes
- Changed layout of brushes
- Added new feature: "File/Save as new version" that will duplicate map but with version changed to higher value
- Changed recent maps to recognize different version of same map
- Added air path node presets for 5x5, 10x10 and 20x20 maps in FAForeverMapEditor_Data/Structure/MarkerPresets (thanks to svenni_badbwoi and uveso)
- Brush now become less visible when we start painting
- Added window state restore when starting app (by Zkov)
- Fixed heightmap brush behavior when heightmap was clamped
- Fixed creation of new map, when other map is already loaded
- Resource browser switch to Decals when selecting empty decal
- Fixed editor behavior when loading not existing recent map
- Fixed water deep and abyss
- Add blocking chars to input fields (by Zkov)
- Changing rotation symmetry steps not updating selection
- Added water to Undo history
- Added Sun Reflection in water settings
- Map folder name is now displayed in window title when map is loaded
- You can now drag/drop files into editor window
- Added heightmap sampling of Target, Minimum and Maximum for heightmap brush (CTRL + LMB/RMB/MMB)
- Prop brush has now minimum display size, to always know where it is, even with size 0
- Fixed prop brush snap to grid
- Prop reclaim statistics are now updated when painting
- Fixed strange prop list behavior when removing props from it
- Changed props brush algorithm, to retain constant density for any brush size

Fix it felix!
Again lot of bug fixing thanks to FAF community! Remember, if you encounter any bug or issue with editor you can always ask here or send me PM.

Editor window
Thanks to Zkov some improvements to editor window were made. Window now restore last position and size from last session.
At window title bar loaded map name is displayed.
Also editor now allow for Drag/Drop from file explorer, works with files and folders.

Map versions
New feature in editor: Save as new version. Editor will automatically create new files and change version in all of them for higher one. Save as is also now fixed.

Workflow
Moved my private TODO list to github issues. You can check what bugs are already known, and what features are coming.
https://github.com/ozonexo3/FAForeverMapEditor/issues

Download
https://github.com/ozonexo3/FAForeverMapEditor/releases/tag/v0.522-alpha

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Re: [Alpha 0.522] FA Forever Map Editor

Postby ozonex » 10 Jun 2018, 20:18

v0.523
- Editor allow again to load map by selecting non-scenario files
- Fixed heightmap import/export
- Window title is updated when using "save as" or "save as new version"
- Fixed water depth mask display
- Added shortcut to editor log in Help/Editor log
- Added "Clear all" option for props
- Fixed wrong prop statistic values when removing props
- Fixed new map window not being hidden when map is created
- Added warning in resource browser if prop is not reclaimable
- Props reclaim values in resource browser are now colored by their value
- Added small info message when map is loaded, saved or successfully exporting files
- Updated adaptive script and options to new version
- Editor will now remember last browsing path by type
- Fixed square and pyramid brushes
- Added target value to stratum brush
- Added texture names in Textures/Layer
- Fixed spawn markers not being created when creating new map
- Editor now fix paths to custom assets when loading and saving map
- Fixed rendering preview when water is disabled
- Editor now loads FAF nx2 files, and use them instead if file exist
- Added more explanation to the adaptive map options file
- Props painting is now clamped by current area (use Hide option in Map/Areas if you want to paint outside)
- Fixes in Map/Areas UI
- Fixed units snap to ground/water (uses values from blueprint)
- Added link to UnitDB under Help/Unit Data Base
- Fixed water sorting order

FAF support
Editor now automatically find and load FAF gamedata update files. It can also load new assets and units from FAF.

Improvements
Added few small improvements and new small features:
- Target value for stratum brush
- "Clear all" for props, to remove them all from map
- Not allow to paint props outside playable area
- Editor remembers last browsing path
- Small message when something is loaded or saved
- Colored reclaim values in resource browser

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Download
https://github.com/ozonexo3/FAForeverMapEditor/releases/tag/v0.523-alpha

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