[Alpha 0.606] FA Forever Map Editor

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Re: [Alpha 0.523] FA Forever Map Editor

Postby ozonex » 01 Jul 2018, 11:20

v0.600
- Armies: Added all of army settings in Map/Armies
- Terrain: Added editor message when height difference is too big
- Water: Fixed window, added ScrollBar & ContentMask [by Zkov]
- TerrainType: Added terrainType editor in Terrain/Type [by Zkov]
- Textures: Fixed texture layers not properly updated when using "move up" and "move down"
- Textures: Visibility is now restarted when loading map
- Paint: Fixed brush not being updated when switching between Terrain and Textures
- Lighting: Added reset buttons for all lighting categories
- Lighting: Fixed bugs in undo history
- Markers: Editor can now load/save Effect markers
- Adaptive Script: Added missing comma [by CookieNoob]
- Decals: Fixed water depth rendering bug
- Units: Unit groups
- Units: Units placement mode
- Units: Army colors
- Units: Improved shader
- Units: Render unit as wreckage when its inside group containing "wreckage" in name
- Units: Added prefix feature for unit groups
- Units Browser: Added Units Browser
- Resource Browser: Fixed crash on loading some assets from FAF nx2 files
- Resource Browser: Map folder is now always updated when resource browser is opened
- Resource Browser: Window is now hidden when map is loaded/saved
- UI: Fixed undo register of sliders and color fields
- UI: Keyboard shortcuts will no longer works when we are focused on input field
- Debug: Added Build grid switch (bigger grid for placing buildings)
- Files: New maps now have TTerrainXP shader enabled by default
- Files: Saving map as new one will now copy "env" folder with it content if it exist
- Files: Fixed correction of paths for custom assets

V0.6xx Series
I decided to start new series of the builds. Editor is now quite stable and most maps are now made using FAF Map Editor. All bigger core features are already implemented. Its in much better state than when i started releasing 0.5xx builds.

Units
First iteration of units are now in map editor, so you can now try to add units to your maps. It was designed in cooperation with the creators of the coop missions.
In next releases I want to work on improving that tool and units itself. I want to add wreckage reclaim counters and display of information about selected units (their army, group, mass, energy, HP, DPS)

Image
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TerrainType
Zkov created tool for modifying map TerrainType. This is useful for selecting particle effect of units moving over terrain and also defining unpassable areas.

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Project cleanup & workflow changes
We want to clean up sourcode and make it easier to work for many developers. So far I was working alone and that was not a big issue. Now, when editor is more popular and more people wants to do something in it.
I also changed how changelog is written, to be easier to find interesting changes.



Download
https://github.com/ozonexo3/FAForeverMapEditor/releases/tag/v0.600-alpha

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Re: [Alpha 0.600] FA Forever Map Editor

Postby FunkOff » 02 Jul 2018, 00:11

This is amazing. Does it do missions?
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Re: [Alpha 0.600] FA Forever Map Editor

Postby ozonex » 02 Jul 2018, 00:17

FunkOff wrote:This is amazing. Does it do missions?

It support unit groups and areas, but missions need to be scripted in script.lua file manually. Don't know how to do it exactly, you need to ask people who make missions or coop mission map.
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Re: [Alpha 0.600] FA Forever Map Editor

Postby FunkOff » 02 Jul 2018, 01:10

Well, I'm trying to use it to load a mission I was working on earlier. It's stuck on Loading map.... (Loading units 1/3103)
Edit: I turned it off and turned it back on again and it is working now
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Re: [Alpha 0.600] FA Forever Map Editor

Postby bigcrap757 » 02 Jul 2018, 07:04

I downloaded and ran the editor but whenever I try to open a map it says there is no files in whatever pathway I've told it to go to, and default doesn't work either.

Edit: I fixed it, just had to tell it to pen through steam>steamapps>common>Supcom FA. Great work!
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Re: [Alpha 0.600] FA Forever Map Editor

Postby ozonex » 03 Jul 2018, 07:51

v0.601
- Terrain Type: HotFix Change property name in shder for TerrainTypes [by Zkov]
- Markers: Fixed crash on undoing markers remove/add
- Adaptive: Fixed UI crash when exiting Adaptive tab when no tables were loaded
- Props: Fixed crash when importing brush set, when there are props on the list
- Units: Fixed units naming bug
- Resource Browser: Fixed crash when opening Browser when it was not initialized
- Files: Editor will now inform about crash and errors
- Files: Fixed "save as..." path issues ("four corners bug")
- Files: Fixed crash when rendering with File/Render

Bug fixing
After many new users tried the editor, lot of new bugs were found. This is release to fix most of them. If you had issues with previous build, then try this one.

Crash popup
When there will be error or crash doring work in editor, it will now display popup with warning and link to the log. Please report to me these log files with description what happen. If i know about a bug i fix it really fast and I can send you WIP build with hotfix, so you can test if it works and to let you continue your work. If you are not sure, you can always send me PM, I'm always glad to help.

Broken maps
If somehow your map get broken and you are unable to fix it, you can always send it to me and I will help you recover it. Remember, that everytime you save a map, editor creates a backup of changed files.
https://wiki.faforever.com/index.php?ti ... references

Download
https://github.com/ozonexo3/FAForeverMapEditor/releases/tag/v0.601-alpha

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Re: [Alpha 0.601] FA Forever Map Editor not spawning

Postby AudioError » 03 Jul 2018, 09:44

My Commanders are not spawning in. I have checked and to me, everything is correct, the blank spawns are all paired and have their commander icons, the Spawn id's are correct

Thanks in Advance.
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Re: [Alpha 0.601] FA Forever Map Editor not spawning

Postby ozonex » 03 Jul 2018, 10:15

AudioError wrote:My Commanders are not spawning in. I have checked and to me, everything is correct, the blank spawns are all paired and have their commander icons, the Spawn id's are correct

Thanks in Advance.

Make sure there is _script.lua file in your map and it named the same way as its configured in scenario.lua (edit with notepad). If its missing, then you can copy it from any standard multiplayer map.
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Re: [Alpha 0.601] FA Forever Map Editor

Postby Terminal » 03 Jul 2018, 17:29

Is there a way to make the ACU spawn points and terrain symmetrical automatically, or do you have to do the same thing to the other side of the map manually?
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Re: [Alpha 0.601] FA Forever Map Editor

Postby ozonex » 03 Jul 2018, 17:46

Terminal wrote:Is there a way to make the ACU spawn points and terrain symmetrical automatically, or do you have to do the same thing to the other side of the map manually?

That is the core feature of this editor. Press Symmetry/Symmetry settings... and chose symmetry that you want to use. Now everything you do will be symmetrycal. Works with every tool.
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