Kill9mm wrote: |
Just throw everything in variables.. variables are LIFE, man. The key to happiness in life is coding in variables! ![]() |
Anonymous wrote: |
Most time consuming is tiling flipped parts. Would be nc eif it would be possible to change certain tiles in a marked area into something specified. (e.g.: every tileA in the marked area will be replaced by TileB) |
2dragons wrote: |
2. A tile and an erase tool, but when tiling a spot the same as it was it will be erased? (Basically you could erase any tile by double clicking it) |
2dragons wrote: |
What drawbacks do you find in SSME? |
2dragons wrote: |
What features would you like to see added to a lvl/lvz editor? |
wEaViL wrote: |
How about a fill tool |
-Smong- wrote: |
Why do filled in areas not kill FPS? |
Code: Show/Hide /* dist: public */
#ifndef __REGION_H #define __REGION_H /* structs */ typedef struct coord_t { int x,y; } coord_t; typedef struct coordlist_t { coord_t *data; int count, allocated; } coordlist_t; typedef struct rect_t { int x, y, w, h; } rect_t; typedef struct rectlist_t { rect_t *data; int count, allocated; } rectlist_t; /* functions */ coordlist_t init_coordlist(void); void add_coord(coordlist_t *l, int x, int y); void delete_coordlist(coordlist_t l); rectlist_t init_rectlist(void); void add_rect(rectlist_t *l, rect_t rect); void delete_rectlist(rectlist_t l); char val_to_char(int val); int char_to_val(char c); void encode_rectangle(char *s, rect_t r); rect_t decode_rectangle(char *s); #define HEADER "asss region file version 1" #endif |
wEaViL wrote: |
How about a fill tool that when used in a closed tile outline will fill the inside with the curent tile selected.. Kinda like mspaint when you draw a box with black then you can fill it in with red just by using the paint bucket tool but the black outline stays. |
Anonymous wrote: |
[..]
It's done in SSME |
Mr Ekted wrote: |
My gripes/desires with map editors:
- renders too slow - floating windows suck (tiles, radar) - overuse of vertical space, don't have toolbar under menu, bottom status bar, or scoll bars - need key to toggle everything on/off to view as much of map as possible - "erase" should not be a tool, it should be a tile - mouse panning, photoshop style - single key tool/action selection, photoshop style - need brushes (sets of re-usable tile arrangements) - need more than 1 level of grids, different color or thickness - grids must have selectable origins - layers of course (this requires a new file format other than lvl, export to lvl files) - reference layer (load a different map in background that is not editable, and draws faded) - guide lines (as in photoshop), and guide points - mirror drawing (using guide lines/points) - alphabet tiles, type to drop letter tiles into map, requires user setup with tileset (this may exist in some newer editors) - random fills by percentage (eg draw a big circle, randomly fill with 5% of the space with a tile) - fills by brush (drop a repeating pattern of tiles into a selected region) - selection modification like photoshop (expand/contract, smooth) - better selection choices like photoshop wand (eg all touching tiles, all touching like tiles, all touching blank space, entire row/col) - snap to grid/guide - snap to nearby (or offscreen) tile edge by row or column |
SuSE wrote: |
[..]translation: Photoshop with an "export as .lvl" feature ![]() |
wEaViL wrote: |
Left click to place a tile and right to erase sounds good..
How about a fill tool that when used in a closed tile outline will fill the inside with the curent tile selected.. Kinda like mspaint when you draw a box with black then you can fill it in with red just by using the paint bucket tool but the black outline stays. |
KrynetiX wrote: |
A text tool would be usefull, but not uless you are able to use any font in your wondws/fonts folder. |
Mr Ekted wrote: |
A text tool has to lay tiles with the letters already on them. You can't drop arbitrary graphics onto a map in an LVL. |
Mr Ekted wrote: |
[..]
A text tool has to lay tiles with the letters already on them. You can't drop arbitrary graphics onto a map in an LVL. The trick is you need to tell the map editor which tile is which letter. If someone wants to impress me, write code to auto-detect the letters on the tiles by character recognition. ![]() |
Anonymous wrote: |
[..]using lvz you can use text of any size, and put it anywhere, and its transparent. by simple naming the files A, B, C.jpg. |
Cyan~Fire wrote: |
Not quite. He's not saying "I heard from a friend that JPG is actually a bitmap renamed, which I have confirmed with a self-written ASM program which for some reason doesn't work." |
Smong wrote: |
I think for a text2lvz thing, it should look for patterns in the text and generate separate images of partial words. Having one image for each letter is going to decrease fps.
I'm not a mapper, but I find a 12x4 font block (a-z, 0-9, some symbols) leaves plenty of space for at least 5 tile blocks. |
CypherJF wrote: |
Suggesting, to serialize the "map" object then compress it? |
Mr Ekted wrote: |
Easiest way is to take the raw map (1024x1024 tiles) before the change occurs, and zlib compress it. Results should easily be less than 1 byte per actual tile, and should only take a few milliseconds. |