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DOW Advanced Mission Editor (v0.41 - 08.01.2012)

  1. #51
    Member Jaguar-Lord's Avatar
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    Prerequisites: JRE1.6 (latest) is probably required.
    make sure you have JavaRelease 1.6 instaled ;
    link here :
    http://java.com/en/download/dt_verif...s_jre=1.6.0_15

    JL

  2. #52
    Member asdarta's Avatar
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    Got it working thx JL.

    It turned out that I have 2 different versions of JRE running. I disabled the older version and the game finally starts.


    the AME looks great and I am itching for the other features to be added in.

    I encountered some bugs though, the same ones with JL, and I encountered a crash when I try to edit the enities vis.





    Reason for edit: got it working
    Last edited by asdarta; 29th Aug 09 at 10:33 PM.
    "The sacrafice of the many could still be wasted by the death of one."

  3. #53
    Holidays are now over, so it is back to work.

    Glad you solved the problem, thanks to both of you. I didn't know that several JRE could work at the same time.

    There are a few bugs here and there. At the moment, I am first trying to solve the big ones which are related to the core of the program but when it is fully functional I will try to make correction for the smaller ones. So please keep reporting!

    Crashing when editing entities vis should not happen and maybe one of those big ones, could you provide more details (which unit, mod, map)?
    Assault Maps (single/cooperative) :Debarq 1.0 (forum), Fortress 2.0 (forum), Battlefield 2.0 (forum)
    Modding Tools : AdvancedMissionEditor, FileFormatEditor


  4. #54
    Member Jaguar-Lord's Avatar
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    no problem Dark, i have a request :

    a simplfied procedure manual would be usefull to test the different fetures of the AME

    btw "AME" means "soul" in french

    JL

  5. #55
    Well.. doc/manual is certainly not the part I prefer.

    I will try to do a few things when more functionalities become available.
    At the same time ,if anyone is willing to contribute on this subject, then he is definitely very welcome!

  6. #56
    Member Jaguar-Lord's Avatar
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    we could plan to make a online tutorial for the AME Dark ? what you think ?

    i'll begin to write down the process from "dl JRE1.6 here to......save !" any way we got some time in front of us.

    JL

  7. #57
    First of all, thanks for the offer.
    I was rather thinking of using the equivalent of Word in OpenOffice and create a pdf file to join with the software. This sounded as the fastest and easiest to me.
    However, if you know of some tool which can make it easy to create an online tuto then I see no problem to use it.

  8. #58
    Well, the last few weeks have been very busy restarting my PC after the HDD failed.
    Good news is I have been able to recover all critical data and I now have a much larger HDD to work with.

    Attached below is a link to the latest version (0-20) of the editor.
    Link to editor versions

    This version does not add visible functionalities for the users and create minimap is a bit broken because of selection tools. Sorry about it.

    However, if some could give it a try with a few maps and tell me if they show up rightly, that would be a good help for me.
    Theoretically, everything except FXs should now fully show up after playing with "Display/Edit Entities Vis." (I have added markers and corrected loading bug with the assault marines).

    If this goes right, then I should be able to start working on adding copy/paste functionality.

    Thanks.

  9. #59
    Member Jaguar-Lord's Avatar
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    haha !! Dark is Back !! good things you managed to save the most important bit of data in da modd'in world !
    downloading right now.

    However, if some could give it a try with a few maps and tell me if they show up rightly, that would be a good help for me.
    i'm in it. i'll give you feedback asap.

    thanks for working on this tool, good news to hear you are still working on it.

    see you
    JL

  10. #60
    Member Jaguar-Lord's Avatar
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    hmmm....i have difficulties making it work.

    1)when i launch the .bat (even in "run as administrator" under vista) i got an error stating :

    "unable to access jarfile MapEdito.jar"
    appuyer sur une touche pour continuer...

    ???

    2)if i run the .bat wihout checking "run as an administrator", i got another error :
    "java n'est pas reconnue en temps que commande interne ou externe, un program de commande ou un executable"
    --appuyer sur une touche pour continuer...""

    3)if i choose to execute directly the MapEditor.jar the program launch corectly, i got a black screen with the menu displaying corectly.
    when i chose "file"--"open map" from the menu and browse to thq--dawnofwar--dark crusade--data--scenarios--mp and choose:
    2p_abandoned_faith.sgb
    i got a white window inside the main one and ......nothing happens....weird .

    i'm running the tool under java6.15 if it worth mentioning.

    4)finally it looks like the mapEditorv14 wont work neither.

    if ever you got a solution i'll glad to hear it.

    JL

  11. #61
    I made a try on a vista PC and had no obvious problem to start the application running from the bat file (dow is not installed and I could not go further).

    Could you make sure that you have extracted the files and that you are not trying to run it directly from the zip file?
    I found that Vista shows zip files as directories (only two pixels are different).
    You could face the problem you are describing if you run it directly from inside the zip file.

    Tell me if you are still stuck.

  12. #62
    Member Jaguar-Lord's Avatar
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    yes still stuck ! pm send your way.

    anyone else having any problem ?

    and btw anyone else downloaded this ? or i'm the only one?

    JL

  13. #63
    Member rev_draconis's Avatar
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    got it d/l'd but havn't had a chance to give it a try yet JL, but will post when I do.
    Insanity is the exception in individuals. In groups, parties, people, and the times, it is the rule.

    - Nietzche -

  14. #64
    Member Jaguar-Lord's Avatar
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    rant mod on*

    Dark40k is working hard on this project and this is not that easy.
    I know that this may not be as enthraling than having a new unit to play with in the army painter but this project provides some major enhancement to mapping....not only enhancement but HUGE leap forward.
    RESIZING a map and moving all its features(decals, object, marers...everything) around the map this allow to transfrom a 128x128-1vs1 map into a 1024x1024 8players one without having to redo everything.

    i thinkt hat such dedication from Dark deserve some support, the final users even if not zealous mappers could at least give some feedback if they took the 20sec necessary to dl the soft.

    i'll be curious to know how many people downloaded it....

    end of rant*

  15. #65
    Member rev_draconis's Avatar
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    i thinkt hat such dedication from Dark deserve some support, the final users even if not zealous mappers could at least give some feedback if they took the 20sec necessary to dl the soft.
    appreciate the rant but as the fact that RL issues, (mother dying of cancer) are taking precendence right now, but will give feedback when all is said and done.

  16. #66
    Sorry to read that rev_draconis. RL always takes precedence, all the more true in such hard times.

    Well, as there were only four downloads so far. I gave a look to previous postings and found that it's been some time since I posted some pictures to show how things are looking at the moment.

    Below is a picture of the terrain type display. Colors can be changed by user (click on color button) for improved readability. However, terrain type itself cannot be edited right now, only display is available.
    Outside terrain shows in a different color (I'll make it editable in the future) to have a good view of the borders.


    This picture shows that, based on player owner, units can be shown/hidden and displayed as textured (standard view) or colored. Color is editable for players and for world.


    This last picture show the two tools that are functionnal:
    - first tool allows to change map resolution while keeping all objects, terrain and decals.
    - second tool allows to move all content of the map either by one grid step or by one tile step. Should be quiet useful when you find that your beautiful castle is too close to one borders.


    Multi selection looks like being functional by now. It allows to select any items (units, tiles, decals) at the same time. I would like to add a way to select directly a ground area but have not found a proper way at the moment.
    Selection has no practical use at the moment but it should offer some potential for copy/paste in the future.

    I have also copied/pasted these infos in the 1st post to update it.

    Note for Vista users: it seems that vista is working differently than XP for bat files on some configs. Here's how to workaround the problem.
    1- unzip all files in a directory (ex: C:\AME)
    2- edit the .bat file (select file, right click, edit command) and add the following line (change it depending on where you unzipped files) at the beginning.
    cd C:\AME
    3- run by launching .bat

  17. #67
    Well, work has improved well. I have uploaded a new version here (0.21) which provides basic COPY/PASTE.

    This tool is at an early stage but this seemed to be working as far as I have tested and I could not resist to share it. I also think that copy/paste, even in current partial status, should be useful to some.

    Currently what can be pasted is :
    - heightmap
    - decals
    - ground color (.tga picture)
    - tiles texture

    What is still missing is :
    - entities/squads
    - markers
    - impass / terrain type / cover data

    To COPY, do the following :
    1- open a map
    2- open copy tool by selecting "Copy Area" in "Edit" Menu.
    3- Select what you need. You can use the check boxes to filter selection and precisely select what you want (if you uncheck then selection for type is locked in current state). Use shift key to add/remove.
    4- use "Copy" button to copy selected data

    To PASTE, do the following :
    5- open another map or keep in current map
    6- open paste tool by selection "Paste Area" in "Edit" Menu
    7- move paste zone using the buttons. If Tiles are selected then cell movement is forbidden to preserve alignment with original map.
    8- select what you want to be pasted using the checkboxes
    9- hit paste

    Note:
    - pasting does not erase previous decals
    - pasting over borders should work.
    - Source can be larger than destination map (all map covered).

    Tell me if you find problems. There are many scenarios and I may have forgotten some.

    One question to all mappers: is it worth it to copy/paste the impass, terrain type and cover data ? Personally, I am not sure I would make use of it.

  18. #68
    Member Jaguar-Lord's Avatar
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    ROOOOARRR !! yes that is a major leap forward dark !
    excelent work and no problem so far :

    i made just a quick test : decals, texture and tiling is nicely moved along the map and can be put anywhere inside the map border, several time if needed !! very good option,

    note: would adding a "rotate selection" in the move tool a feasable option? example : (ctrl)+(mouse wheel-forward/backward) = rotate clockwise/counterclokwise.....
    very good work, hold the rope, we are not going to let the beast run wild.....

    copy paste the :
    - impass: yes, but not mandatory. in most map it is not tha complex.
    -- terrain type : no
    --cover : no

  19. #69
    Thanks for the support JL,

    I have had some time this we and added the remaining missing data. Now COPY/PASTE looks to be working as expected (squads are copied as well as entities).

    Link to version 0.22 with full COPY/PASTE

    I agree with you for the impass. I will see to add it in the future but I won't take it as a priority.

    Concerning rotation, it is not that easy. I think I will go for an intermediate solution which is to provide a function to rotate the whole map. It should be easier than doing it at copy/paste level. However, it will be limited to 90° steps. I believe lower angles would require a lot of work. I am also far from convinced of the result quality as entities do not allow rotations below 90°.

  20. #70
    Member Jaguar-Lord's Avatar
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    ahah !! excelent !! bits of map can now be transfered to a another one without problem and assembled to make new maps, i have to test this asap.
    Concerning rotation, it is not that easy [...]I am also far from convinced of the result quality as entities do not allow rotations below 90°.
    you are right, i forgot this detail. drop it, it is not useful.

    hmmmm....what about the comands to "navigate" the map itself, so far, afaik, there's only panning and zooming enabled ? do you plan to add a up/down left/rigth ?


  21. #71
    Good idea. I had forgotten about the arrows.
    I will make it available in next version.

  22. #72
    New version is available. Not a lot of visible changes (JL, I have added the arrows to move maps ) but I tried to add some hidden improvements in the way files are handled.



    The visible result is a new command that allows to open maps directly from inside mod files (i.e. the program handles .module and .sga files).

    There is now no more need to decompress sga files to access the vanilla maps. Potential interest is to provide a lot of maps for those who want to use copy/paste and/or derive new maps from their favorite ones.

    To use it :
    - select "File/Open Map in Mod"
    - in the window, first click on the button in the right corner of the mod section.
    - select the mod which is a ".module" file in the base game folder ( C:\Program Files\THQ\Dawn of War - Dark Crusade\DXP2.module for DC in my example)
    - maps available for the mod are then listed, select a line then click open.

    Additionnal notes:
    - Works (at least for me) with both DarkCrusade and Soulstorm mods.
    - Of course the standard file open is still available and works as before.
    - Maps are opened "read-only" : you can make changes but you will be required to provide a new file name on save (SaveAs). Be careful as to where you save your map depending on the mod you selected.

    Download V0.23


    Greetings.

  23. #73
    Member Jaguar-Lord's Avatar
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    yes, new version with navigation arrows enabled !! thanks Dark, i'm downloading and will try to test it before this evening;

  24. Forum Subscriber  #74
    just downloaded and tested on one of my maps that i thought
    was destined for the junk bin due to being of dodgy size....bingo!
    superb effort mate..I'll be keepin an eye on this thread..hopefully a new dawn in map making is upon us all!!

  25. #75
    Member Jaguar-Lord's Avatar
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    hopefully a new dawn in map making is upon us all!!
    ...let's hope there will be at least one mapper in this desert to see it. given the activity in the maproom and in maps for DoW-I across the mapping communities.

    anyway this work like a charm Dark, great job, the open map directly from mod (DXP2, IDH and W40k ) was a good idea.

    keep the pace bro' .

    JL

  26. #76
    Thanks for the feedabck uncle_anaesthes. Much appreciated. Learning that some have success with the tool is the goal of it all. Thanks again for telling.

    JL. I agree it is a bit sad that this tool comes much too late. However, I am having a lot of fun programming it. I also know that at least 1 guy (that's you, to be honest ) shows strong interest in the tool and others appear from time to time. This is enough for me so far. Thanks for the continuous support JL.

    Below is a new version with a small correction for the crash when trying to create minimap for mod maps. I also corrected view angles (top view and std view) which were not working.

    Lastly, I have added as you proposed the last missing command for global positioning which is 90° rotation. It is only clockwise as others angles can be obtained by multiple calls to the command.

    Download V0.24

  27. #77
    Member rev_draconis's Avatar
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    Thanks Dark, for this tool. Now that RL isn't pressing in on me ( other than having to share 'puter with wife - she's a facebook fanatic ), I should be able to to give this a go. Especially since I'm going to try my hand at creating my own mod.

    Besides, not enough bigger maps for me; ie 1024's lol

    thanks for this great tool can't wait to try it.

  28. #78
    Here is a new version (0.25) with a (hopefuly) useful tool for decal editing.



    Download link

    It shows all decals in a table and allows the following:
    - direct editing of parameters : double click on a value to edit. Change is reflected immediately in the map
    - replace blueprint: selected decal(s) can be replaced by another decal, the tools shows a list of all decals available in the mod (vanilla + customs) and offers a working preview
    - multiple editing for size and rotation : you can set the size and rotation of several selected decals in one command.
    - sorting : all columns can be sorted (click on column header) for easier finding
    - advanced selection : you can use the table for easier selection in map and vice-versa.
    - viewing : map remains accessible while dialog is opened. You can zoom, pan, rotate to check what you are doing without closing the dialog window.

    Sources are also available.

    Hope you'll enjoy!

  29. #79
    Member Jaguar-Lord's Avatar
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    thanks Dark downloaded.

  30. Forum Subscriber  #80
    cheers for that!

  31. #81
    Tile dialog comes quickly behind as it is only derived from the decal dialog.



    Basically, this dialog provide the same thing as the previous dialog for decals but in this case for tiles.
    In particular, it allows changing large areas of decals and preview is fully functional.

    I have also added a toolbar for easier selection. It allows to filter your selection when clicking in the window. Uncheck the button once your selection is fine and you want to lock it.

    Download Link

  32. #82
    Hello, I have added a new version (0.27) with a new tool to create ramps and more generally flat slopes.
    The tool is a bit difficult to handle and I have to work on the interface to make it easier to understand.



    The tool is launched by selecting "Edit Ground" in the Ground menu.
    You can then select an area and use 5 different operators (Set, Add, Remove, Min and Max) to modify the height map.
    The height is defined by 3 corners of the selected rectangular area. You can modify it using the + and - buttons.
    Lastly, the remaining undefined corner can be changed using the "Deactivate" button

    If some could give it a try and tell me if they manage to use the tool or if it is too difficult.

    Download link

    Note: entities are not moved at the moment. This can be done in the vanilla ME.

  33. Forum Subscriber  #83
    Hi dark had a few goes and was generally straight forward to accomplish a nice slope but..... then it keeps cutting out on me , probably more to do with my comp being on par with a skoda in performance as it takes a lot longer to get up and running with the map editor. but you are in the right direction as as there is nothing more annoying than trying to get slopes for stair decals fine tuned.

  34. #84
    Yes, same problem for me. I had only tested with small 128x128 maps so far and had not noticed the problem. Performance is not good enough with 512x512.

    I have to see how I can improve it.
    Thanks for the feedback, uncle.

  35. #85
    Following the feedback of uncle, I have reworked the tool and hope it is now much better.

    It displays the new height map in wireframe before applying. This is much faster and large maps can be edited without lagging (at least on my comp).

    The dialog box is also reworked to make it more intuitive :
    - sliders are now used to change the height setting. The change is reflected immediately on the wireframe. They provide a much smoother feeling to set the height as wanted.
    - borders of the ground selection can be edited using the square buttons (+/- compas points) instead of the corner.

    Below are two pictures demonstrating the ramp tool. The 1st step is used to create the ramp itself using the "Set" mode. In this specific case "Max" could also have been used.


    The 2nd step shows how "Max" can be used to create side slopes to the ramp. To create the side slope, this is what I did after creating the ramp :
    - move the selection so that the east border touches the border of the existing ramp (using W- and E- in this case)
    - select Max mode
    - deactivate SW corner (this is the one unimportant now)
    - hit reset so that the 3 corners height is reset to matches existing map height.

    Et voila!



    Hope you'll enjoy!

    Exec Download Link
    (v0.28)

    JAVA Sources Link (v0.28)
    Last edited by Dark40k; 12th Nov 09 at 2:52 PM.

  36. #86
    Member Jaguar-Lord's Avatar
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    "invalid jar file" "corupt file" are the two message errors i get , besides, i only got a "Sources-AME-V0-28.jar" file 1.7 Mo...weird

    did you uploaded the right file

  37. #87
    Sorry, this is the download link to the sources. These are not executable files.

    I have updated the download link

  38. #88
    Member Jaguar-Lord's Avatar
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    ok, the slope tool is very nice and practical, well done Dark, this is very usefull indeed

    this tool is more and more practical, i'm waiting the next version with great anticipation.

    JL

  39. #89
    Thanks for the feedback JL.

    I have uploaded a new version (0.29)that should help when a map has pathing issues.
    Download Link

    New filter to remove blocking patches
    Below is a new tool that should be quiet usefull to help with some pathing issues : this filter modifies slightly the heightmap in order to remove blocking patches.
    Squares that cannot be crossed are overlayed in red when the tool is active.
    Hit Apply when you are satisfied with the changes.

    No filter applied : the monolith won't pass


    Filter applied : the monolith can now pass and changes are barely visible.


    This should be much easier than the standard Mission Editor where you have to swap between the Hight Map Editor and the Impass Editor.

    The filter is accessible using "Smooth Ground" in the "Ground" menu. You can change the area to be filtered when the tool is on.

    Pathsize display
    I have also updated terrain display to be able to show the max crossing size. This view (PathSize) can be turned on in the "Terrain preferences" from the "View" menu.
    This is the raw data that sets the maximum unit size for each map square. This data is directly used by the engine to calculate pathing for units.

    I think it should be useful to check if a path is large enough to allow the biggest units to cross (size=7) or on the opposite make sure they can't.

    In this example there are no green squares the monolith could follow, which means it won't pass!


    This view is updated when ground is modified but I have some problems with water frontiers. For reliable results, it is best to save the map, reopen it in the vanilla ME and resave. The vanilla ME will update the table as it should be.

  40. #90
    Member Jaguar-Lord's Avatar
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    not a bad tool if you ask, this is needed in the AME when dealing with path and blocking terrain. The fact that you have now a mixed tool between the heightmap and the impass tool is usefull advanced feature.

    This should be much easier than the standard Mission Editor where you have to swap between the Hight Map Editor and the Impass Editor.
    the use ofthe "smoothing" heightool with "impass overlay" toggled "on" was not that different.

    some problems i encounter :

    1)direction arrows are working in a erractic way, almost by chance i hve to shake the map and wait for minutes , hit every button on my kb before they decide to finally work (and sometimes they are not active at all.)
    the default view button behaves the same.
    is there a key to this problem, i mean should i activate something, hit the CTRL key or something else in order to activate the navigation arrows ?

    2)the smoothing tool negates and erase blocking squares (or cells to be more exact) but when i hit "aply" it just flatten the height map below water level. this happens when the selectec area contains some elevated cells (like a cliff or a mountain)

    keep it up Dark.

  41. #91
    Thanks for the feedback JL.

    Well, I have once again forgotten about the "Impass Overlay" toggle. I lost a lot of time because of this...

    Concerning the two problems:

    1/ Windows 3D panel inside the window needs to have the focus. At the moment, click inside the 3D window (not the title bar) to set the focus. You should see that this click allows keys to start working. I made some improvement and it should be better next time (no more need to click).

    2/ Oups... A little problem with numeric conversions. The problem arises when height is higher than 32 (a bit over level3). I have made a correction and it will be available in next version.

  42. #92
    Well, new version (0.30) is out and can be Downloaded Here.


    The picture shows an example of Squad groups management. Entities manager is identical.
    You can notice :
    - selected squads show up in red
    - highlight is turned on and then the two groups selected (sg_Defend_20 and sg_Defend_21) are displayed in cyan.


    Here are the functionalities which are available at the moment for both Egroups and Sgroups:
    - regroup/add/remove/intersect tools : this makes things much easier to manage the content of the groups (only regroup was available with the standard ME)
    - highlight content : when clicking on a Sgroup, all components of the groups are highlighted. It should be much easier to check what's in and what is not. Highlight color can be changed using the color button on the down/left corner of the window.
    - alphabetical sorting, renumbering : these tool allow to renumber the groups so that they are alphabetically sorted. It's then much easier to manage large number of groups, especially if you have to revert to standard ME. Trailing numbers are treated separately when sorting: Group10 won't interlace between Group1 and Group2 but place afterward.

    The need of these tools is one of the reason I started the AME. Managing large number of groups was a real challenge when I created the assault maps.
    Things should be much easier for those who want to make scripted maps.

    Note: I have added a "Redraw" command in the View menu. This command can be used to force a redraw of the editor display when it does not refresh properly. This update problem shows from time to time with very large maps.

    I think I am now reaching the end for direct map editing. In my opinion, here is what's still missing before releasing v1.0.
    - add loading capability for old map formats
    - add window for direct editing of markers
    - add tools for editing entitites position.
    - add function to prevent several tool to be opened at the same time.

    Please tell me if you feel some other functions should be included. When this first version will be out, I think I will then try to turn to the automating part (auto-generating SCAR).

  43. #93
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    Hi,

    I have played your maps and enjoy them greatly, currently in the mix of using some of your work for my own devices (although I don't think my work will hit the big screen, more for me and my mates and yes credit is always given to the masters).

    Downloading this to have a look and if you need any of those mad maps tested I would be honored to assist in any way I can : )

    even though they do have to be downloaded individually from media fire (without signing up)...

  44. #94
    Member Jaguar-Lord's Avatar
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    @Floppyspace : i think you are misunderstanding the purpose of this tool, this is not about maps but about a new Map Editor that Dark40k is working on.
    this mean theres is no map testing at the moment because their is no map being currently worked on, only a tool in dev.
    However i think it could be a good thing to have some feedback from fellow mappers on the AME (Advanced Mission Editor) current version.

    @Dark : downloaded since a few days, but RL is taking a lot of my free time. anyway, be assured that i will test the new version asap.
    keep going mate.

    JL

  45. #95
    I have uploaded an alpha version (0.31alpha) with rotation and scaling of entities. This only to allow testing, especially checking that no problems result ingame.

    The dialog show up when using Edit Entities in the Entities menu. Parameters can be edited by double clicking values in the table. Angles are degrees.

    I have struggled to find angles which could be useful in most situations and came with :
    - heading : entity is rotated around the vertical axis
    - attitude : entity is rotated around its local horizontal X axis
    - rotation : entity is rotated around its local vertical axis

    This way, it should be possible both to:
    - define the vertical orientation of the entity so that it looks fine on a slope and then turn the entity so that it faces the right way.
    - define the attitude angle then turn the entity so that it incline on the right direction.

    Feel free to ask any question. I am now trying to make a tool that could make editing position/orientation easier.
    Remember, you need to go ingame to check the result. The standard mission editor seems to cancel orientation edition.

    @floppyspace: JL is right, this is a tool, not a map. Yet, I have not forgotten that I want to include functions that ease bots / automatic players programmings. You may find this tool helpful to make your own scripted maps in the end.
    Last edited by Dark40k; 26th Nov 09 at 3:07 PM.

  46. #96
    Hello,

    It's been some time since the last version. I am focusing on finishing what's already available.
    My goal is now to provide a (relatively) stable functional tool.

    I have then added support for missing files (decals and entities) and corrected several bugs.
    If files are missing then it will display pink ? and boxes as with DC mission editor.
    Also, in order to get all missing files names with their path, you can use sorting on the first column in the edit entities, edit decals and edit tiles windows (first column). This will allow mass replacement at least for decals and tiles.


    This new 0.32 release is nearly a beta version. It can be downloaded from HERE.


    If you are using it, could you provide me some feedback, especially if some important function is buggy or unusable?

    Greetings.

  47. #97
    Member jONES1979's Avatar
    Join Date
    Dec 2008
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    Нижний Тагил
    Thank you, Dark40k!

  48. #98
    Member Jaguar-Lord's Avatar
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    Feb 2007
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    france
    yeahhh !! Dark is back thanks for this move forward bro'.

  49. #99
    Holidays + Bad weather = lot of free time to work on the AME

    Here is a new version of the program with several improvements:
    - bug corrections : several bugs where found and corrected.

    - view filter
    : the toolbar is now larger and includes several buttons that allow to show/hide Players entities, World entities, Decals, Water, Overlays ...

    - Marker support
    : a dialog is added to edit all markers data at the same time (names, position, radius,...)


    - Replace entity : it is now possible to replace the one or more entities at the same time by another one. Just select the entities in the Edit Entity Dialog and hit Edit Blueprint.
    - 3D Preview for entities blueprints : When asked for an entity blueprint (to replace another one for ex.), a specific dialog will show up that displays previews of the entities. It is possible to move in the table with the key arrows. (I have allways hated the fact that you need to place an entity on the map to know what it is ). This works with both DC and Soulstorm.


    - Entity display : the dialog that can be used to correct false display of entities (show missing arms, hide poles,...) now includes a 3D preview of the unit. It is now much easier to use.

    Version 0.33 can be downloaded HERE.

  50. #100
    Member jONES1979's Avatar
    Join Date
    Dec 2008
    Location
    Нижний Тагил
    Quote Originally Posted by Dark40k
    - Entity display : the dialog that can be used to correct false display of entities (show missing arms, hide poles,...) now includes a 3D preview of the unit. It is now much easier to use.
    This is cool!

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