[Alpha 0.606] FA Forever Map Editor

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Re: [Alpha 0.510] FA Forever Map Editor

Postby Zsombi » 20 Nov 2017, 16:53

Performance.. will it get better later or no? If no, are there some options, settings file or anything through which one could make the program less resource intensive?
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Re: [Alpha 0.510] FA Forever Map Editor

Postby ozonex » 20 Nov 2017, 16:58

Zsombi wrote:Performance.. will it get better later or no? If no, are there some options, settings file or anything through which one could make the program less resource intensive?

Yes, I work on performance all the time, but I need to debug it on slow PC to find what is too heavy and using more CPU or GPU than it should. With every build it will be faster.
FAF Map Editor Alpha v0.605 > Get it now!
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Re: [Alpha 0.510] FA Forever Map Editor

Postby ozonex » 22 Nov 2017, 20:22

v0.511
- Rewritten camera controls
- Editor now render LOD1 and LOD2 levels of props
- Editor don't load prop LOD texture if its the same as from previous LOD level
- Reduced props render distance if there are more than 10 000 props
- Fixed render distances of decals
- Increased performance of decals rendering
- Fixed performance issues when painting heightmap
- Fixed performance issues when painting stratum layers
- Increased performance of water reflections
- Some small UI fixes

Download
https://github.com/ozonexo3/FAForeverMapEditor/releases/tag/v0.511-alpha

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Re: [Alpha 0.511] FA Forever Map Editor

Postby SilentWarrior » 23 Nov 2017, 19:53

Thanks for uploading.

Great to see the massive amount of work, that's been done by the faf community.
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Re: [Alpha 0.511] FA Forever Map Editor

Postby ozonex » 28 Nov 2017, 09:14

New big update coming soon :)

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Re: [Alpha 0.511] FA Forever Map Editor

Postby ozonex » 30 Nov 2017, 17:18

v0.512
- Decals menu
- Decals now can be translated (move, rotate and scale)
- Fixed some small bugs in decals rendering
- Rotate and Scale tool
- Added shortcuts for transformation tool same as in Unity (W - move, E - Rotate, R - Scale, T - Snap to grid)
- Transformation tool will remember SnapToGrid setting for every tool instance
- When creating new objects (Markers or Decals) hold/press E for rotation and R for Scale
- Markers can now be rotated. Rotation only works for multiple markers.
- Finished camera controls (but panning still needs fine-tuning)
- Changed heightmap brush behavior
- Changed stratum brush strength
- Fixed wrong brush size
- Fixed stratum layers not being reloaded after we change layer settings
- Props will now use LOD render distances from blueprint file
- For prop LOD with shader 'VertexNormal' editor will not try to load normal map texture
- Changed font size from 14 to 12
- Changed UI objects size from 26 to 22
- Some small changed in UI to make it more compact
- Some exmerimental changes to UI
- Removed script file select from map settings
- Editor will now create default script and default area when creating new map
- Editor will now not create new maps that are not square. Instead it will add area that clip it to desired size

Decals are almost ready but there are still some issues. Works only move, rotate and scale. Creating, removing decals and changing values is disabled. I decided to release that build, because it has lot of fixes and I will be away until Sunday. This build has finished camera controls that are finally smooth and precise.

I'm also experimenting with UI to make it more clean and compact.

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Download
https://github.com/ozonexo3/FAForeverMapEditor/releases/tag/v0.512-alpha

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Re: [Alpha 0.512] FA Forever Map Editor

Postby Evan_ » 30 Nov 2017, 18:20

Great work!
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Re: [Alpha 0.512] FA Forever Map Editor

Postby Petricpwnz » 30 Nov 2017, 19:34

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Epic work
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Re: [Alpha 0.512] FA Forever Map Editor

Postby Sprouto » 08 Dec 2017, 03:09

Ozone - great work.

Still being troubled with frequent "Selected file is not a proper Scenario.lua file".

Now, this is very strange - for in one case I have a completely identical file set - one I can open. And one I cannot. There are zero differences in the scenario file.

Some maps I can open just fine, while others fail with the above error. The standard map editor will open all the maps but I really look forward to the day I don't have to use such a tired old tool.
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Re: [Alpha 0.512] FA Forever Map Editor

Postby ozonex » 08 Dec 2017, 09:00

Sprouto wrote:Ozone - great work.

Still being troubled with frequent "Selected file is not a proper Scenario.lua file".

Now, this is very strange - for in one case I have a completely identical file set - one I can open. And one I cannot. There are zero differences in the scenario file.

Some maps I can open just fine, while others fail with the above error. The standard map editor will open all the maps but I really look forward to the day I don't have to use such a tired old tool.

The only reason why that error can show up is when selected file don't start with "version = 3". Or maybe you don't select scenario.lua and instead save.lua or script.lua?

Code: Select all
if (AllFilesExists && !ScenarioText.StartsWith("version = 3"))
      {
         Error = "Selected file is not a proper scenario.lua file";
         AllFilesExists = false;
      }



Edit:
If selected scenario file is wrong or missing editor will now check every *.lua file in selected folder and search for proper scenario file.
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