[Alpha 0.606] FA Forever Map Editor

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Re: [Alpha 0.515] FA Forever Map Editor

Postby ozonex » 28 Jan 2018, 18:15

Zorg56 wrote:Hello,
i have strange problem.
i created map, and its lower parts covered with strange dark fluid.

It's caused by map border and this is game bug, not editor issue. When height difference between lowest and highest point is higher than 50 then map border background overlaps terrain. To fix it you needed to reduce mountains heights or make water less deep. In upper right corner there is world position of cursor.
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Re: [Alpha 0.515] FA Forever Map Editor

Postby Holynanners » 28 Jan 2018, 20:13

Hey so I've been using this tool to create a new map, heightmap editing is amazingly smooth, texturing is better for sure.

However, I can not figure out how to:
Edit armies (setting up spawn markers)
Load the map into the original editor (when I load it, it just stays in black)

Very neat tool! Just wanted to load it in the original editor to add wrecks, armies, waves and such. Any clue what could I do? Already progressed like 12 hours on the current map with your tool, don't wanna lose it all haha.

Cheers!
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Re: [Alpha 0.515] FA Forever Map Editor

Postby ozonex » 29 Jan 2018, 13:17

PeanutCarl wrote:Hey so I've been using this tool to create a new map, heightmap editing is amazingly smooth, texturing is better for sure.

However, I can not figure out how to:
Edit armies (setting up spawn markers)
Load the map into the original editor (when I load it, it just stays in black)

Very neat tool! Just wanted to load it in the original editor to add wrecks, armies, waves and such. Any clue what could I do? Already progressed like 12 hours on the current map with your tool, don't wanna lose it all haha.

Cheers!


There should not be any issues with map made in my editor. Especially when you can load it in my editor. Check scenario and script files. You can also send me map and I will check whats wrong.

About armies... it has been explained few times on the forum, but im still adding it to wiki page.

Basicly you need to go to Map/Armies and configure group and armies. Load other working map and see how it should be done. I will maybe add basic armies configuration for new maps in next release.
Then go to markers, create BlankMarker and change its name to be the same as army name. Editor will then connect it with army and change it graphic to spawn point.
If you will have any issues with armies you can also manually edit scenario.lua in notepad (look other maps if you want to be sure how it should look like). Markers can be found in save.lua file
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Re: [Alpha 0.515] FA Forever Map Editor

Postby Egon » 04 Feb 2018, 09:28

i noticed some more things:

map does show as AI Markers:NO in Lobby despite having all marker types present.
changing stratum albedo/normal scale has no effect and resets.
hightmap seems to loose precision as what is a 80 height plateau often is only 79.99 after load.
this went so far as very high areas have lost 0.08 height units on my map over time.
there seems to be discrepancy between y axis value and Target Height when painting heightmap,
which is only visible after loading, rounding error maybe?.
slope max setting does not work when painting textures.
pos1 centers not correctly and cuts off top part of the map.
selecting "Place Decals" and switching to terrain/textures keeps Decals selected.
brush1_soft.png has an artefact spike.
disabling water makes editor loose water elevation settings after restart.
off. editor has problems displaying markers and shows some of them tilted, halfway in the ground as pyramid blank marker.
Spoiler: show
Image

difference between combat markers from the save.lua FAF Editor vs Official:
Spoiler: show
['Combat Zone FAF ME'] = {
['color'] = STRING( 'ff808080' ),
['hint'] = BOOLEAN( false ),
['type'] = STRING( 'Combat Zone' ),
['prop'] = STRING( '/env/common/props/markers/M_Blank_prop.bp' ),
['orientation'] = VECTOR3( 0, 0, 0 ),
['position'] = VECTOR3( 255.5, 26.3444, 185.5 ),

['Combat Zone Official'] = {
['color'] = STRING( 'ff800000' ),
['hint'] = BOOLEAN( true ),
['type'] = STRING( 'Combat Zone' ),
['prop'] = STRING( '/env/common/props/markers/M_CombatZone_prop.bp' ),
['orientation'] = VECTOR3( 0, 0, 0 ),
['position'] = VECTOR3( 94.5, 28.7715, 79.5 ),

brushes stuck problem happend again after selecting marker -> layers -> all connections / rendering the map as jpg, closing and reopening.
here is the log:
Attachments
output_log.txt
(55.87 KiB) Downloaded 126 times
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Re: [Alpha 0.515] FA Forever Map Editor

Postby ozonex » 05 Feb 2018, 12:34

Egon wrote:i noticed some more things:

map does show as AI Markers:NO in Lobby despite having all marker types present.
changing stratum albedo/normal scale has no effect and resets.
hightmap seems to loose precision as what is a 80 height plateau often is only 79.99 after load.
this went so far as very high areas have lost 0.08 height units on my map over time.
there seems to be discrepancy between y axis value and Target Height when painting heightmap,
which is only visible after loading, rounding error maybe?.
slope max setting does not work when painting textures.
pos1 centers not correctly and cuts off top part of the map.
selecting "Place Decals" and switching to terrain/textures keeps Decals selected.
brush1_soft.png has an artefact spike.
disabling water makes editor loose water elevation settings after restart.
off. editor has problems displaying markers and shows some of them tilted, halfway in the ground as pyramid blank marker.
Spoiler: show
Image

difference between combat markers from the save.lua FAF Editor vs Official:
Spoiler: show
['Combat Zone FAF ME'] = {
['color'] = STRING( 'ff808080' ),
['hint'] = BOOLEAN( false ),
['type'] = STRING( 'Combat Zone' ),
['prop'] = STRING( '/env/common/props/markers/M_Blank_prop.bp' ),
['orientation'] = VECTOR3( 0, 0, 0 ),
['position'] = VECTOR3( 255.5, 26.3444, 185.5 ),

['Combat Zone Official'] = {
['color'] = STRING( 'ff800000' ),
['hint'] = BOOLEAN( true ),
['type'] = STRING( 'Combat Zone' ),
['prop'] = STRING( '/env/common/props/markers/M_CombatZone_prop.bp' ),
['orientation'] = VECTOR3( 0, 0, 0 ),
['position'] = VECTOR3( 94.5, 28.7715, 79.5 ),

brushes stuck problem happend again after selecting marker -> layers -> all connections / rendering the map as jpg, closing and reopening.
here is the log:


Thanks for your feedback, I will try fix everything of it for next release.

Egon wrote:map does show as AI Markers:NO in Lobby despite having all marker types present.

I checked code on github that check if map has AI markers and somehow its old version. It search for marker that name contains "landpn" which is quite stupid.

Strange, because I remember that we changed it, to search for land path node marker with at least 2 connections.
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Re: [Alpha 0.515] FA Forever Map Editor

Postby Freedomfighter » 05 Feb 2018, 19:58

So I finally got round to finding the logs, for some reason it won't zip the entire file, so this is everything but the unity file.
Attachments
Crashes.zip
(167.05 KiB) Downloaded 98 times
output_log.txt
(6.36 KiB) Downloaded 97 times
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Re: [Alpha 0.515] FA Forever Map Editor

Postby GamingBud » 10 Feb 2018, 04:16

I'm loving the editor, but it took some getting used to. I went to the Wiki to try and learn about some things, but it's definitely lacking. I figured the main points out by looking at the answers to this thread instead.

The biggest nuance for me right now is that I cannot reverse the brush to erase textures, and I cannot delete props. I accidentally placed really generous props all around the map, and now I'm stuck with them until a delete function is implemented. I also made some mistakes in texturing and basically had to cover it up with a bunch of different layers ;).

Other than that, it's pretty great!
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Re: [Alpha 0.515] FA Forever Map Editor

Postby ozonex » 10 Feb 2018, 09:05

GamingBud wrote:I'm loving the editor, but it took some getting used to. I went to the Wiki to try and learn about some things, but it's definitely lacking. I figured the main points out by looking at the answers to this thread instead.

The biggest nuance for me right now is that I cannot reverse the brush to erase textures, and I cannot delete props. I accidentally placed really generous props all around the map, and now I'm stuck with them until a delete function is implemented. I also made some mistakes in texturing and basically had to cover it up with a bunch of different layers ;).

Then left alt is your friend. It reverse brush
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Re: [Alpha 0.515] FA Forever Map Editor

Postby GamingBud » 11 Feb 2018, 02:59

:D Aha! Very nice.

Also, another problem I've been having:

When setting up AI on the map, they do nothing. Only one position works for the AI. What is the problem? If you want to check it out, download the map "Derua" in the vault and set up AI in every position. The one that works is the position at the foot of the mountain.

EDIT: I was using ALXs for the test to speed things up. I wanted to test the marker placements and such. Turns out the other AIs work fine. Wonder what's wrong with the ALX AI...

Also, feature request: Being able to use the mass reclaim highlight mode. It's Shift-Ctrl normally. It'd be handy for finding how well spread the mass reclaims are.
Last edited by GamingBud on 15 Feb 2018, 08:56, edited 1 time in total.
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Re: [Alpha 0.515] FA Forever Map Editor

Postby sprinkles12 » 16 Feb 2018, 22:12

Whenever i create a map it looks great

But when restarting the application and loading a map i get this: CANNOT POST DUE TO NEW USER --> See next post
lighting is all fucked and the terrain is much less detailed

help pls :(
heard you said elevation causes some problems
i tried this on maps with little elevation(<10); still happens

Specs:
win 10 pro 10.0.15063
i5 4460 cpu
8gb ram
2x r9 290x gpu
Last edited by sprinkles12 on 16 Feb 2018, 22:13, edited 1 time in total.
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