[Alpha 0.606] FA Forever Map Editor

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Re: [Alpha 0.429] FA Forever Map Editor

Postby dassmatte » 15 Dec 2016, 16:57

CookieNoob wrote:unfortunately it is impossible to create an entire map in this editor atm. You need the original editor as a starting point (or just download a completely empty map like the map "Flat" from the vault) and use that.

no need to wipe anything :D just make sure you work with a copy of the original map and not the original map itself.



Ahaaa okey, I didn't find any info here that you needed the official editor to make the "base" to work with, I've already got that downloaded so I'll get right to it, thanks again and have a nice day! :D
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Re: [Alpha 0.429] FA Forever Map Editor

Postby Tokyto » 23 Dec 2016, 18:13

Hello,

i tested your Editor a little bit and wanted to share my experience with it.

The UI is REALLY good. It's responsive, nice looking and user friendly.

First thing i wanted to do, was blurring a sea floor, but the blurring tool wasn't really nice to work with. insted of blurring, it leveled the terrain to certain height?. Then i used the 'highlight unpassable/unbuildable terrain feature, which wasn't displaying correctly. The terrain that was supposed to be passable, was red in your editor. Also would be nice to display the key hotkeys (took me pretty long to realise i have to hold 'alt' to change mod of brush to remove textures. Also I missed some of the hotkeys from original editor, like 'O' for hightlighting unpassable terrain)

But the linear brush feature was really pleasant to work with! And when you implement missing features like 'water, props placement' I can happily start to use it instead of the old GPG fosil one.

That would be all for now. Thanks for the amazing work on it and keep it up! :)
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Re: [Alpha 0.429] FA Forever Map Editor

Postby Yulia » 15 Mar 2017, 04:14

Hello!

First, really great job regarding this beautiful piece of software! ^^

I've played with it a bit, had a look at the Unity project, read all there was to read on the forums. Since I am a programmer and I have also coquetted with Unity, and since i read that you would really appreciate someone to help you with the project, I am willing to lay you a hand. If you are still interested, of course. ;)

Though, I'd need some info regarding your current tasks (i've already read the ToDo list you had on google docs) and what I could help with. PM at your earliest convenience.

Kudos for this project! ^.^
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Re: [Alpha 0.429] FA Forever Map Editor

Postby ozonex » 28 Jun 2017, 08:08

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.zip

When 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.
FAF Map Editor Alpha v0.605 > Get it now!
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Re: [Alpha 0.431] FA Forever Map Editor

Postby ozonex » 01 Jul 2017, 12:53

v0.432
- Editor can now read *.scm and *.bp files
- Editor now loads and display props (still no tools to change them)
- Some fixes in gamedata loading source code
- Changed smooth brush algorithm

Another big step forward - editor can load scm models and all textures for them. For now it only display lod0 props. I need to find a way to render other LOD levels, because in FA it use distance from camera and Unity uses size on screen. Need to create own LOD system for that.
I will now work on tools for props placement with all symmetry settings.

http://ozonex.pl/fafmapeditor/fafmapeditor_alpha_v0432.zip

Open Palms
Image
Official FA v60 map
Image
Coop map
Image

I also decided to start a donation. If someone want to support me, buy a beer or pizza, then now you can ;)

Image
FAF Map Editor Alpha v0.605 > Get it now!
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Re: [Alpha 0.432] FA Forever Map Editor

Postby PsychoBoB » 05 Jul 2017, 17:12

Thx for the new version but now i can't open maps. I tried it with mezmerizing paradise and costal bridge.
I then tried your previous version (0.431) and it worked.

Can i provide you some information to help?
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Re: [Alpha 0.432] FA Forever Map Editor

Postby ozonex » 06 Jul 2017, 14:54

PsychoBoB wrote:Thx for the new version but now i can't open maps. I tried it with mezmerizing paradise and costal bridge.
I then tried your previous version (0.431) and it worked.

Can i provide you some information to help?


I will look at it. Maybe it crashed on reading props. New version of editor is almost done, so I will add fix in it.
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Re: [Alpha 0.432] FA Forever Map Editor

Postby ozonex » 06 Jul 2017, 20:11

In costal bridge 2 there is broken color string in save.lua New version of editor loads these maps, but it crash on reading that lines. Same issue is with Mezmerizing Paradise betav1
Code: Select all
['color'] = STRING( 'ff0000FF\' ),' ),


I added check that will fix such errors
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Re: [Alpha 0.432] FA Forever Map Editor

Postby ozonex » 08 Jul 2017, 13:01

v0.433
- Cleanup in source code
- Optimized loading times from gamedata
- Optimization of code (should works much smoother)
- Props painting with symmetry settings
- Added simple LOD system to props rendering
- Added "On map" tab in resources browser, to get resources already used on maps
- Editor now fix wrong string values in save.lua
- Changed font to smaller (from 16 to 14) and most UI
- Fixed coordinates of preview image in map selection menu

Image

http://ozonex.pl/fafmapeditor/fafmapeditor_alpha_v0433.zip


Image
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Re: [Alpha 0.433] FA Forever Map Editor

Postby Farmsletje » 15 Jul 2017, 03:01

- Somehow the editor requires more of my cpu than playing faf itself. It makes my laptop heat up like a motherfucker. Even more so then when i'm playing battlefield.
- I kinda missed the lack of being able to just hold ctrl z and undo a whole lot of orders like in the SC editor. You have to manually press it every single time.
- I can only undo 5 orders now and that's nowhere near enough (for me).
- It's probably better to have similar hotkeys as the SC editor (from a users perspective).

Aside from that it looks a lot smoother than the SC editor from what i've seen. Couldn't take a long look at it because.. well... it overheated my laptop so much in 10min that i smelled something burning xD

Also, i'm still secretly waiting for the day i will be able to copy paste mountains :3
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