lord_pain Report post Posted August 10, 2005 im still having trouble trying to rotate the camera the hot keys to do it dont work 4 som reason can u guys put an addon so u can just push ctrl + left & ctrl + right to rotate 4 the ppl having that problem it could make it a bit easier thx Share this post Link to post Share on other sites
Lachesis Report post Posted August 10, 2005 The persistent ID are local to the respective map. However, a global unique ID can easily be made up from a map ID and the (map-local) object ID, so basicly what you propose would be possible to implement. I have also some ideas for sophisticated generation and display of trees, but I actually planned to use them in my degree dissertation Share this post Link to post Share on other sites
cedox Report post Posted August 27, 2005 (edited) Gridsnap. Or vertex snap. Or anything that would snap the selected object's certain corner to chosen corner. IE: When doing shorelines It would ROCK to have them go at place with one click without having to change height and rotate them around pixelwise. EDIT: Should read things more carefully it was already mentioned. EDIT2: Ctrl or Alt + mouse1 or mouse2 on object would copy it. - Cedox Edited August 30, 2005 by cedox Share this post Link to post Share on other sites
pennifuin Report post Posted September 13, 2005 (edited) hevnt got time to read the whole thread, dont know if its been suggested, but a 'copy' and 'paste' option, in case you've run out of room and need a bigger map to finish it...(i always run out of space!) then you can copy your map, then paste it into a bigger one! Edited September 13, 2005 by pennifuin Share this post Link to post Share on other sites
Dunian Report post Posted September 19, 2005 what about a ctrl-b menu for 2d objects and particles? Share this post Link to post Share on other sites
Acelon Report post Posted September 19, 2005 Ya, a browser for 2d's would be nice. Rotatable particles too :-P Share this post Link to post Share on other sites
Aislinn Report post Posted September 19, 2005 hevnt got time to read the whole thread, dont know if its been suggested, but a 'copy' and 'paste' option, in case you've run out of room and need a bigger map to finish it...(i always run out of space!) then you can copy your map, then paste it into a bigger one! 196442[/snapback] OMG yes, and you can add things you've made on a small map onto an already done map. Share this post Link to post Share on other sites
Derin Report post Posted September 19, 2005 hevnt got time to read the whole thread, dont know if its been suggested, but a 'copy' and 'paste' option, in case you've run out of room and need a bigger map to finish it...(i always run out of space!) then you can copy your map, then paste it into a bigger one! 196442[/snapback] That feature would be really nice to have, but I also think that you should plan your map before jumping on the map editor. Still, being able to crop out basic layouts from different maps and then modifying them would save a lot of work. OFF-TOPIC: For concept and planning I use: http://www.dungeoncrafter.com/ and for more detailed concepts, I have started using: http://www.dundjinni.com/ Dundjinni *might* be a little overkill, but I have made a custom EL tileset. Share this post Link to post Share on other sites
MikeH Report post Posted September 19, 2005 i use paint =D Share this post Link to post Share on other sites
Wytter Report post Posted September 24, 2005 So you can see something is happening: http://wytter.tfm.ro/elc/mapeditor2.jpg Share this post Link to post Share on other sites
Dunian Report post Posted September 24, 2005 So we'll be able to trade and attack in the new map editer ? (j\k) Looks great Dunian :battleaxe: Share this post Link to post Share on other sites
Derin Report post Posted September 29, 2005 So you can see something is happening: http://wytter.tfm.ro/elc/mapeditor2.jpg 200821[/snapback] Looks great Wytter Share this post Link to post Share on other sites
Roja Report post Posted September 29, 2005 Oh, i got a good idea Wytter...(if this is possible).. Have a TEST MODE This will give you a character(just randomly generated, you wont be able to choose yoru colors/etc) that you can walk around with on your map, with the defaul view of the game! All you will be able to do is walk and sit. Share this post Link to post Share on other sites
Sistema Report post Posted September 29, 2005 (edited) and use? EDIT: or is that too complex? Edited September 29, 2005 by sisteMa` Share this post Link to post Share on other sites
Roja Report post Posted September 29, 2005 yes that too sistema Share this post Link to post Share on other sites
Kendai Report post Posted September 29, 2005 Will this test mode allow you to click on doors and enter houses and the like? I like it very much I like the idea of a "use" function available too, in order to test out secret places The only thing you shouldn't be able to use are signs and such that would lead to other maps (like if you go into "test mode" on the White Stone map, you shouldn't be able to click on the sign to Morcraven Marsh). Share this post Link to post Share on other sites
Lachesis Report post Posted September 29, 2005 If you want to have the map editor use parts of the .def files it shall generate, that'll require part of server code included I fear. Share this post Link to post Share on other sites
Dunian Report post Posted October 1, 2005 Also maybe you could make the reflections of particles on the water? Share this post Link to post Share on other sites
Roja Report post Posted October 1, 2005 If you want to have the map editor use parts of the .def files it shall generate, that'll require part of server code included I fear. 202913[/snapback] ah ok scratch that idea then Share this post Link to post Share on other sites
Sistema Report post Posted October 1, 2005 also it'd be a good idea for the particles to be visible in overview mode. Share this post Link to post Share on other sites
ttlanhil Report post Posted October 1, 2005 If you want to have the map editor use parts of the .def files it shall generate, that'll require part of server code included I fear. 202913[/snapback] would it really need to, though? if the .def file is generated from properties of an object, why can't you activate the object in map editor? granted, you need a reference to the other map, but the coordinates will be required anyway. if you wanted to do some sort of nested maps(sounds complicated, I'll go into more detail), then the map links are already set up anyway as for nested maps, why can't the 'insides' map be defined as a linked part of the main map? no reason that can't work for places like tarsengaard with 4 sub-areas, either, each region is seperate, but you can do whatever you like within that region this may introduce some complexity for things such as the magic school, where that map itself is big enough to be work for a mapmaker, but nesting maps can be entirely optional. by default, you can create an 'underground' version (with an option to make it the same size and have ladders/etc at each area you defined as a maplink? that's a lot more work, but may save a fair bit of time) testing damage over time and such, well, you may as well just do that as a console message. not much is gained from dying, we can assume that works Share this post Link to post Share on other sites
Dunian Report post Posted October 1, 2005 I don't suppose we could just use #test again? The null tiles didn't work, but otherwise it let me test my maps. Share this post Link to post Share on other sites
sirdan Report post Posted October 3, 2005 uhh how about a way to group a set of objects like: you pretty ctrl+some button then you HOLD it and click the objects you wish to group and then they are all lifted together if you need to move it and of course a way to ungroup objects just a thought Share this post Link to post Share on other sites
Dunian Report post Posted October 8, 2005 (edited) Another Idea (Dunno if its possible): Particles that turn on at night, and turn off in the daytime. Edited October 15, 2005 by Dunian Share this post Link to post Share on other sites
Andrew Report post Posted October 11, 2005 (edited) First day of developing, I've found a few suggestions. 1,) Tile spread You should be able to have an icon, like the 'MS Paint' bucket. [The fill all icon] Select a certain area, select the 'fill all' option while you're laying a tile, and it should do the entire area selected. 2,)Undo An undo button, made many mistakes, would be easier to undo the mistakes instead of re-laying the correct tile. 3,)New tiles A way to be able to add your own new custom made tiles, this option would be fun. 4,)Saving When you click on the 'close' icon in the top right (the 'x') a save option should apear. 5,)Load-up The map should be on small size, opening the huge map can be quite laggy. 6,)Resolution An option to change the size of the screen? Re-sizeable? [instead of dragging it] 7,)New gui? The current gui is odd, and quite hard to understand. When you highlight over an icon, no information apears, this should be added. Add a scroller to the map, Instead of using the arrow keys. [both options should be there, but a scroller would also make it better.] The interface: Doesn't look too good, but this is a draft. New stuff include: 'new icon' - Creates a new map. 'tile select' - Simple tile select. [Could also have a list box, for the type of map. Inside Map tiles, outside map tiles, dungeon tiles etc] 'message bar' - Where the Startx/y/z are, could also be a button, to save up space for the map. 8,)Custom Map size Enter your own values, for the map size. 9,)Straight Tile Lines Holding down a key, will produce a straight line of the tiles. Will find some more, feel free to bash these comments. Edited October 11, 2005 by Andrew Share this post Link to post Share on other sites