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DOW Advanced Mission Editor (v0.41 - 08.01.2012)

  1. #101
    Well, it's been a while since I have last worked on the Advanced Mission Editor.
    According to MediaFire there has been 28 downloads for the latest version but not much feedback and I am not sure many do actually use it.

    For those of you that may be interested with this software, could you provide me with some infos so that I can try improve the AME the right way?

    A - You did not download the AME
    => what do you feel is missing that could change your mind ?

    B - You downloaded the AME and do not use it
    => did you find a major default that prevents you from using it (does not work, too buggy, no manual,...)?
    => what improvement could make you try give it another try ?

    C - you downloaded the AME and use it (even on rare occasions)
    => How much do you use the AME and what do you do with it ?
    => what is the functionality you miss the most ?
    => what is the functionality you enjoy the most ?

    Thanks to those who take the time to provide any answer.
    Assault Maps (single/cooperative) :Debarq 1.0 (forum), Fortress 2.0 (forum), Battlefield 2.0 (forum)
    Modding Tools : AdvancedMissionEditor, FileFormatEditor


  2. #102
    Member Malarz Betonu's Avatar
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    C - you downloaded the AME and use it (even on rare occasions)

    =>
    How much do you use the AME and what do you do with it ?
    - I use this so often, i am checking objects associated with players to remove problem called If-player-die-then-trees-disappear-or-something
    => what is the functionality you miss the most ?
    - I don't like camera in your editor
    => what is the functionality you enjoy the most ?
    - Three best things, minimap creator and ramp editor, map resizer those functions are best!!
    Texture Problem? Icons problem? Any graphic problem? Ask me whatever You want on prv msg or my e-mail futynek@gmail.com!

  3. #103
    Member jONES1979's Avatar
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    C

    I use AME for precise heightmap adjust, minimap creation, map content cloning

    Heightmap editor - is really cool, cause it allow to WYSIWYG the process

    Have problems with loading maps from default(!) location (mean DC\dxp2\data\scenarios\mp). Only "open with mod" helps

    --

    Indeed, You made Great work!
    Last edited by jONES1979; 14th Jul 10 at 4:39 AM.

  4. #104
    Member Jaguar-Lord's Avatar
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    How much do you use the AME and what do you do with it ?
    i use the AME quite often as a side tool to the ME on every mp project i'm working on :
    -the terrain heigthmap editor is the only tool available when it comes to adjust ramp and slopes to perfectly fit the scenery object such as city stairs , temple stairs and so on. furthermore slope editor allows to create prefectly smoothed terrain features such as pyramidal building with only a few mouse cliks. this reduces the heightmap workload dramaticaly (no more need to use an external image edition program such as the gimp or photoshop.

    -resize map is my second favorite function, this allow to adjust map size and correct original size choice mistake, used in conjonction with the copy area/map it allows to comine several area of maps in one wich is a must to have in a mapper tool box.

    -the clone area tool is particulary usefull when it comes to duplicate whole section of repetitive scenery such as jungle or forest, desert and so on...

    -minimap creation process is a good feature too.

    what is the functionality you miss the most ?

    script interface, scar coding libraries, nis creation, dialog interface, data remanence and function to link maps in campaign dev

    a list of "recently opened maps" that would allow to launch the ten previous maps opened with the AME.

    -the inclusion of the map packager already available in theseforums

    keep up the good work Dark this project is nearing completion, congratulations !!!

    JL

  5. Forum Subscriber  #105
    C - you downloaded the AME and use it (even on rare occasions)
    => How much do you use the AME and what do you do with it ?
    a, not as much as i should but mostly used for updating my maps that i thought wasted when made using dodgy sizing

    => what is the functionality you miss the most ?
    a, can open maps in dxp2 only. i would like to open my own mod maps to tinker with stuff but at moment cant
    => what is the functionality you enjoy the most ?
    a,the ability to get a perfect angle for ramps and of course resizing maps

  6. #106
    Many thanks to those who have already answered. These informations are really helpful to me.

    A few thoughts on the reported missing things:

    @Malarz Betonu : I agree with you on the camera (if you mean the way it moves). I tried to duplicate the vanilla ME camera feeling but wanted to allow access to more angles (top view especially). I think the zoom would especially need improvement. This is really a hard part, I'm afraid I won't be able to do much improvement in the near future.

    @jONES1979 and uncle_anaesthes : This should not happen. Could you provide more details regarding the maps you cannot load? Some entities / decals may display as pink boxes / ? but there should not be any more problems with loading maps from both default location or other mods. The only known loading problem is with old maps created for vanilla DoW or WA.

    @Jaguar-Lord :
    - Well, Yeah, adding scripts and the like would sure be a major improvement. I have had this in mind from the beginning but this is really challenging.
    - the recently opened map should be feasible, I will see how I can add it.
    - there's a map packager already available on the forum? Could you please send me a link? At some point, I had thought about adding a script generator for NSIS (Nullsoft Scriptable Install System) which is the soft I used to generate assault maps installers. I had dropped the idea because I came to the conclusion it would be best to have this functionality in a separate program. Looks like I should re-investigate this matter.

    Please do not hesitate to continue adding comments and suggestions.

  7. #107
    Member jONES1979's Avatar
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    @jONES1979 and uncle_anaesthes : This should not happen. Could you provide more details regarding the maps you cannot load? Some entities / decals may display as pink boxes / ? but there should not be any more problems with loading maps from both default location or other mods. The only known loading problem is with old maps created for vanilla DoW or WA.
    Here is a full description:
    For purpose of test, I am extract by corsix the 2p_abandon_all_hope map, all the 7 files:

    Spoiler

    to my default game location d:\GAMES\Dawn of War - Dark Crusade\DXP2\Data\Scenarios\mp\

    This map was included previously in dxp2data.sga.

    Next I try to open it by AME, by first menu command "Open map" and this error has occur


    Content of my starting bat file

    Spoiler



    And such or similar errors occurred, then I try to open any map. Only "Open map in Mod" command work correctly for my.

  8. #108
    Member Jaguar-Lord's Avatar
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    there's a map packager already available on the forum? Could you please send me a link?
    off course :
    map packager/decal extractor

    we already talked about it some times ago.

    JL

  9. #109
    @jONES1979 : thanks for the informations. I think I have found the problem : there was a case-sensitive restriction when loading map. This is now corrected.

    @uncle_anaesthes : I would not be surprised that your problem was the same.

    Version 0.34 can be downloaded HERE.

    @JL : thanks for the link. I had failed to notice (my fault) that a zip packager had been added. I had not thought about using a zip file for packaging maps. I will try to see what could be included.
    Last edited by Dark40k; 17th Jul 10 at 1:53 AM.

  10. Forum Subscriber  #110
    thanks dark will get back to you once i try it, have just upgraded from xp to win7 on a new comp and discovered more bugs than Typhus's undercrackers, dont think DC likes win 7 ver much on my system

  11. #111
    Well, sorry 2 versions the same day is a bit too much but I could not resist.

    This new version adds a recent file menu line with the last 10 downloads.
    A file called mapEditor.ini will be created in the same directory as the AME. If you find this file somewhere else then please report as this would be a bug!

    Version 0.35 can be downloaded HERE.

    [EDIT] : I have updated the 1st post to better list all available functionalities/tools.
    Last edited by Dark40k; 17th Jul 10 at 2:34 PM.

  12. #112
    Here is another version with a new tool, I guess many have missed since the beginning. So here is an automated installer generator.

    This is based on NSIS which I have used to create Assault maps installers (I think it was copied on Rayden's tutorial).



    Prerequisites :
    - AME version 0.36 or higher.
    - Download and install NSIS from http://nsis.sourceforge.net/Main_Page

    How to create an installer :

    1/ Open map in AME

    2/ Select "Generate NSIS Installer" under the "File" menu

    3/ Fill the frame. Checked files are installed.
    => a license message can be included in the installer. It must be written in RTF. This file can be generated using the wordpad (not the notepad).
    => decals are automatically selected, you can remove some if need by unchecking boxes
    => installer file must be executable and as such have an .exe extension
    => by default, the installer file is created in the same directory as the nsi file.

    4/ Select "Export NSIS" and provide name and location for nsis file (example map.nsi)

    5/ Right click on created nsi file and select "Compile NSIS Script". NSIS then creates the installer.

    6/ Test installer, you are done!

    Version 0.36 can be downloaded HERE.

  13. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #113
    Retired Compliance Fairy Gorb's Avatar
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    Can you package multiple maps into an installer in this manner or merely one map per installer?

    Regardless, a rather nifty addition
    I am an Iron Warrior! Iron Within, Iron Without!

  14. #114
    There's currently only one map per installer. I had not thought about packages.

    If you are interested it would be easy to copy/paste the critical lines in the nsi files to mix two installers into a single one. I can make a quick tutorial as to how to do it in case you'd need it.

  15. #115
    Member Jaguar-Lord's Avatar
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    => decals are automatically selected, you can remove some if need by unchecking boxes
    hmmm... you mean it works like my map packager, you 1)include every decals or just the custom ones ?
    2)what happens when mapping under a mod who calls upon other mods ?
    3) is it possible to also include custom detail textures and custom skies ?

  16. #116
    First of all, sorry : there was a bug in the file I have uploaded. The generated installer won't install maps in the right directory.

    Version 0.36.1 can be downloaded HERE.


    @JL :
    It is similar in some way to your map packager. But, I wanted to provide something complementary.
    I thought I would then rather provide something "basic" to allow a casual mapper to easily generate a complete install software.
    The main difference is then the use of an nsis to have an executable instead of a zip file. What I also found interesting with this script is that it installs maps both under DC and SS (SS is default if both are installed).

    1/ it includes all decals which are not included in .sga archives (be it parent mod or not). So I would say, all custom decals.

    2/ The program checks for parent mods. For example, a custom decal stored in w40k folder would be included even if map is currently stored in DXP2 mod.
    However, the decal would be installed under the destination mod folder, not under its original container.

    3/ Yes manually at the moment by editing the nsis script using notepad. NSIS file is very easy to understand and customize. Every file is defined by a destination folder then by its source.
    The following example installs the strategic_objective.dds file in the DXP2\Data\art\decals\y_fortress
    Code:
      SetOutPath "$INSTDIR\DXP2\Data\art\decals\y_fortress"
      File "C:\Program Files\THQ\Dawn of War - Dark  Crusade\DXP2\Data\Art\Decals\Y_Fortress\strategic_objective.dds"
    I am not sure it would be a good thing to add custom detail textures, custom skies or custom waters. I think it should not be very hard to check which files need to be added and do it by hand in the nsis script.
    However, I may be wrong on this. Tell me if you feel different.

  17. #117
    Member Jaguar-Lord's Avatar
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    custom detail textures :
    this is mandatory, for example i got more than 200 custom detail texture in my main mapping mod folder and on 1024x512 maps i usually use a dozen of them, this because i use gradient variation of the same detail texture in order to achieve a good blending of the different terrain type involved.

    custom skies : obviously only one sky per map, so it is pertinent only when packaging map with different sky setting.

    custom waters : same as the sky, optional imo.

    i don't know what other mappers feel and think so it would be interesting to have their opinion about it.
    I don't mind having a personalized mapping sofware tailored to my specs but i'm not the only one making maps here.

    JL

  18. #118
    @JL:
    I did not think you would have so many textures. It makes sense and most probably eases blending. Yet, I have never tried it as a mapper.
    This should be very easy to add them the same way as decals. I will include it in the next version.
    No problem to follow your specs as long as they are fun to code.

    To all:
    Thanks to all who have already posted in this thread.

    I definitely most welcome any question, suggestion and or comments from everyone.
    This software is also intended to help new mappers. So do not hesitate to contribute to this thread even if you are only beginning your first map.

  19. #119
    Here is a new version with several improvements:

    - added textures support for installer (NSIS export)

    - separated squads and entities tables. This should improve readability and also make it easier to use scaling and orientation which is only available for entities not belonging to squads.

    - added text import/export to allow editing within softwares as Excel or OpenOffice Calc. This works for Decals, Textures and Entities. Warning : file needs to be Tab separated for re-importing. This can also be used to save entities positions to workaround vanilla ME which resets positions.

    Version 0.37 can be downloaded HERE.

  20. #120
    Member jONES1979's Avatar
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    Hi!

    When I use Heightmap editor - It ignore values, which I type manually. After pressing apply button values are reset to previous ones. There are sliders, but they are imprecise

    Also. (Missing about moving entities by mouse, but...) In "Edit Entity" dialog, at the main table. Can you embed spinners in cell's editor? (...Or making standalone editor dialog with spinners) This will allow to user edit values by simple mouse-wheel moving, instead of manual typing

    Want to ask about last filter, named "Path Sector". What is mean those digits on the map, when this filter is active?

    Thank you for your efforts.
    Last edited by jONES1979; 13th Aug 10 at 5:34 AM.

  21. #121
    Hi!

    I found some spare time to make a few corrections to some bugs.

    Mainly they are related to managing missing blueprints, this happens mainly when mapping for mods under development or when loading a map designed for a mod into another one.
    I had also some problems with versions numbers : v0.38 will be skipped.

    So here is the link to v0.39

    If some of you are facing problems vanilla ME crashing after making a resize for a map with lots of entities, here is a sequence that could work better with this new version.

    1 - open original map with vanilla ME, delete all entities and save As "NewMap"
    2 - open "NewMap" with AME, resize one step, save, close
    3 - open "NewMap" with vanilla ME, open properties or something to be allowed to save, save, close
    4 - repeat 2 and 3 until you have reached the required size.
    5 - open original map with AME, go to menu "Entities, Edit Entities", use "Export text file" to generate a text file for all entities, close window
    6 - open "NewMap" with AME, go to menu "Entities, Edit Entities", use "Import" to recreate all entities, close window, save
    7 - open "NewMap" with vanilla ME, open properties or something to be allowed to save, save, close

    All these steps are required because I don't know how to generate pathing data and only vanilla ME can handle it. The trick is to go little steps by little steps to prevent the editor from being lost with too many changes.

  22. #122
    Member jONES1979's Avatar
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    I happy to see your returned, Dark40k!
    Downloading new version, Thank You!

  23. #123
    those are some awesome additions, cant wait to try it as mapping is my first love.

    i was thinking only the other day that theres only two relic tools i still have to use ...

    1. the object editor that im still not game to touch despite the fact that im experienced with 3dsmax (i still get cold shivers when i remember trying to write batch scripts to compile half-life.mdls

    2. the mission editor, which has only recently become a problem as i've been challenged to script certain things in .scar instead of just coding them in .lua

    this is my first post in the forums, i dont say much, signed up today. dont intend to bug you all with too many questions, but i've been reading this forum and modding dow/dc since the start and modding other sdk's before that.

    i reckon you have a great community going on here, i'm impressed.

    i want to end my first post by saying thanks to all of you for the mad crazy mods, but even more so for the tutorials and the tools. its a fine thing you do, i only hope i can do my bit in return ... ...

  24. #124
    Member Whiteshield's Avatar
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    holy shee-at. I can't believe I haven't found this before! now I can redo my maps more effectively! XD

  25. #125
    Member Sataman's Avatar
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    I just downloaded this tool ( again after I restored Windows) and I got this error:
    http://img525.imageshack.us/img525/9...rorscreenp.jpg

    The link for the Java update in first post is dead.Maybe I'm getting it because I don't have that update..
    Can someone help? :s

  26. #126
    Member Sataman's Avatar
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    It works now,thanks

  27. #127
    I have updated the Java link, it should be fine now.

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