v0.431- Editor now can read and save v60 scmap file format. You can for example load original FA maps and save them in old file format (v56).
- Fixed bug with Lighting tab, that changes sun direction every time we open it
- Added support for more DDS types
- Editor now will not crash, when it fails to load textures
- Added toogle to save as TTerrainXP or TTerrain shader in Textures/Settings
- Changed camera settings to make it more responsible
- Added preview of stratum mask when pointer is over icon representing mask on layer select button
- Updates source files to Unity 5.6.2
http://ozonex.pl/fafmapeditor/fafmapeditor_alpha_v0431.zipWhen saving v56 map as v60 it will use default settings from FA Open Palms map. There is still no way to edit these values, because we are still fighting to find what they are. We found base structure of bytes and I think its procedural skybox settings added in Forged Alliance.
- Code: Select all
// It should be some kind of settings for procedural skybox (colors, coordinates, scale)
Stream.ReadBytes(64);
// Planet / moon textures
Albedo = Stream.ReadStringNull();
Glow = Stream.ReadStringNull();
// This should be settings for planets and moons on skybox
//Array (planets / moons on skybox? coordinates and color values)
Length = Stream.ReadInt32();
if(Length > 0)
Stream.ReadBytes(Length * 40);
//Another settings
Stream.ReadBytes(19);
//Procedural Clouds Texture
Clouds = Stream.ReadStringNull();
// Animation settings and coordinates for procedural clouds
Stream.ReadBytes(88);
There is issue with painting when camera is far away (editor lags) because I used Unity's terrain system, and its not optimized for that. In future I will create my own system.
For now I will work with reading scm models in editor, that will allow to add props, wreckage and units into editor. Also I will try to find a way to render decals.