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2dragons Novice
Joined: Feb 17 2004 Posts: 95 Offline
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Posted: Sat May 08, 2004 7:06 pm Post subject: New Lvl & Lvz Editor |
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As I've mentioned before I'm writing a lvl/lvz editor. Recently Vampz has joined in on the project and we thought it'd be beneficial to ask a few questions from map developers to tailor it better to your needs. Any response will be much appreciated and your input totally counts.
When using SSME how often do you use the ability to tile with both the left and right click?
Which would you prefer most:
1. A tile and an erase tool? (As SSME)
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)
3. Left click tile, Right click erase?
4. Other idea?
What drawbacks do you find in SSME/CLE?
What features would you like to see added to a lvl/lvz editor?
What is the most time consuming thing you do when making a map/lvz? |
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wEaViL Don't make me turn this forum around!

Age:45 Gender: Joined: Feb 17 2003 Posts: 829 Location: nc usa Offline
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Posted: Sat May 08, 2004 7:17 pm Post subject: |
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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. |
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Sat May 08, 2004 8:08 pm Post subject: |
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I use left/right for two different tiles quite frequently.
Often I use one for vertical tiles and one for horizontal (or left-side diagonal & right-side diagonal).
If you ask which type I'd prefer - I'd prefer to be able to set an option to do whichever.
The most time-consuming thing with maps is just laying out the tiles, especially with complex tilesets.
The most time-consuming part of lvz is just laying it all out...I'm assuming any lvz-placement editor will cover that, so there you have it.
I have tons more desires for a zone editor, but I need to compile them. |
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Kill9mm Newbie
Age:46 Gender: Joined: Feb 23 2003 Posts: 19 Location: San Francisco, CA Offline
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Posted: Sat May 08, 2004 8:44 pm Post subject: |
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Why not make customizable keys and mousebuttons for that? Just throw everything in variables.. variables are LIFE, man. The key to happiness in life is coding in variables!  |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Sat May 08, 2004 9:04 pm Post subject: |
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Um... _________________ 4,691 irradiated haggis! |
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Helicon Server Help Squatter
Joined: Dec 03 2002 Posts: 771 Location: GNU Doldrums Offline
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Posted: Sat May 08, 2004 9:52 pm Post subject: |
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Kill9mm wrote: | Just throw everything in variables.. variables are LIFE, man. The key to happiness in life is coding in variables!  |
the "American Diet Guide to Programming" _________________ Signatures just seem so quaint. |
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Sun May 09, 2004 11:34 am Post subject: |
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So that's what I was doing wrong! I never used any variables and my programs all sucked... _________________ This help is informational only. No representation is made or warranty given as to its content. User assumes all risk of use. Cyan~Fire assumes no responsibility for any loss or delay resulting from such use.
Wise men STILL seek Him. |
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CypherJF I gargle nitroglycerin

Gender: Joined: Aug 14 2003 Posts: 2582 Location: USA Offline
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Posted: Mon May 10, 2004 12:08 am Post subject: |
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I'm not sure whether or not this was mentioned, didn't bother to read responces, due to lack of time here; but I believe there is a setting? or was a setting in one of the map editors that allowed for the option what to do with the right click (erase/tile/select). maybe consider that.
Double clicking to erase, although sounds good, I'd be afraid; because sometimes either I accidentally dbl click or the mouse is dumb or w/e reason. Option it.
I love all of SSME's options; as is basically. Although, there are issues of the deleting areas/selection, but that's just a SSME internal issue.
But, what I'd like in a LVZ, is a way to do a 'project' type system, basically treeview it:
projOmega
- LVL
- LVZ
- LVZ
an option to insert the files into the server.cfg (for subgame users :/) or w/e ASSS needs to accomplish this...
Take into account for screen objects the letter system, it'd be nice for a easier way to place objects if there was a better documentation on it. Okay that whole thing didnt make sense, maybe it did?
But bottom line, SSME is good, had its minor things but it worked (such as the colors, not able to open maps with "missing/toomany tiles", etc.), the delete, will mess up w/e you had in copy/cut(?) or something; but make sure you keep the nice coord system in the status bar. _________________ Performance is often the art of cheating carefully. - James Gosling |
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Guest
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Posted: Tue May 11, 2004 2:14 pm Post subject: |
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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) |
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Mine GO BOOM Hunch Hunch What What

Age:41 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Tue May 11, 2004 2:29 pm Post subject: |
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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) |
Something else along this line, which is a good idea, is that angles/bends in tiles are also a large portion of making a map look good.
Say you can setup "groups" of tiles together. And in this group, you can have vertical, horizontal, 90deg bends of all ways, T and + intersections, blank ones sitting alone, and maybe even diagonals. That way, you can just setup a couple of groups for a tileset.
So you can create a map with just some generic tiles, and once you are done, you can flood-fill that base (or use the above masking replace) into this group. The program will figure out which tile should be the horizontal tiles, which should be the intersection ones, etc.
Should also have a drawing tool with this group. So you can add a couple of tiles to the map, and the tiles it touches will fix itself into the correct angle/intersection tile. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Wed May 12, 2004 7:02 am Post subject: Re: New Lvl & Lvz Editor |
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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? | I notice sometimes when you zoom out some tiles get scaled differently, making you zoom in to find out what the tile really is.
2dragons wrote: | What features would you like to see added to a lvl/lvz editor? | I would like to see something where you can tweak the DoorDelay and DoorMode and it opens/closes the doors exactly as ss/ctm would. Also somewhere to change the MapZoomFactor for the radar.
I would like to see something like ctrl + F5, then when I press F5 it jumps back to that part of the map like bookmarks in RTS games.
I would also like to be able to change tool with hotkeys, save me moving the mouse to the tool buttons (this is partly why paint shop pro ****s).
wEaViL wrote: | How about a fill tool | Are you crazy? This will kill FPS. |
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wEaViL Don't make me turn this forum around!

Age:45 Gender: Joined: Feb 17 2003 Posts: 829 Location: nc usa Offline
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Posted: Wed May 12, 2004 2:50 pm Post subject: |
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Yes... Yes I am crazy  |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Wed May 12, 2004 3:05 pm Post subject: |
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A fill tool has nothing to do with FPS. And it is a good idea. |
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2dragons Novice
Joined: Feb 17 2004 Posts: 95 Offline
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Posted: Wed May 12, 2004 3:11 pm Post subject: |
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Oh some really good ideas emerging. Keep them comming =p |
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D1st0rt Miss Directed Wannabe

Age:37 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Thu May 13, 2004 4:26 pm Post subject: |
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You should do a FACTS-ish import from image file _________________
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MATTtheWAZ Newbie
Age:39 Gender: Joined: May 12 2004 Posts: 8 Offline
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Posted: Thu May 13, 2004 5:57 pm Post subject: |
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How 'bout doing right click erase and also make the arrow keys of some other keys pick between tiles so that precious time isn't wasted moving the mouse over to the tile pallet. I know I sound crazy to some, but I know some will agree that in a lotof cases keyboard commands are the fastest and easiest way to get things done.
In that sense, numbers could be different tools, and saved map locations like somebody else suggested. Copy paste is a must.
Perhaps what could also be added is a way to define different sides of a object as certain tiles... like if you select a certain set of tiles making a vertical line would automatically use whatever the user has set as the tile for vertacal wall tiles or something. It could even figure in corners and such, saving valuable time so that users don't have to switch in between tiles on the pallet.
To do this it could detect at each square that you paint onto what tiles are beside that one. A square that is painted sees another tile to the left of it so it acts like a horizontal tile. Of course it would need to be up to the user to choose what tile is a "Horizontal Type"
Damnit, wish I knew C or C++ cause I'd totally be into helping you guys out. I know a lot of VB, and once made an RPG that I supplemented with it's very own leveleditor that worked a lot like paint. Ehehe... but VB just ain't very good so... I need to learn C/C++ soon before I kill somebody (VB SUCKS FOR REALTIME GAMES GAAAAA!!!!) |
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MATTtheWAZ Newbie
Age:39 Gender: Joined: May 12 2004 Posts: 8 Offline
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Posted: Thu May 13, 2004 6:07 pm Post subject: |
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Ahh I see MINE GO BOOM already wrote my major idea, *Shrug*
Ohh well, I should have done more than skip th etopic befoer I replied.
Good luck anyways |
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Mine GO BOOM Hunch Hunch What What

Age:41 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Thu May 13, 2004 6:14 pm Post subject: |
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How far along are you on this project? What UI you using? What language? Planning on opening the source for others to assist in making? |
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-Smong- Guest
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Posted: Fri May 14, 2004 5:55 am Post subject: |
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I suspect it will be in Java as 2dragons has already released some things in this thread http://forums.minegoboom.com/viewtopic.php?t=1843&postdays=0&postorder=asc&start=25
Another idea for a hotkey is hold down ctrl to use the dropper (current paint tile becomes the one you clicked). This would work with most tools.
Why do filled in areas not kill FPS? Isn't screen draw time proportional to the number of visible tiles? |
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Mine GO BOOM Hunch Hunch What What

Age:41 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Fri May 14, 2004 11:20 am Post subject: |
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-Smong- wrote: | Why do filled in areas not kill FPS? |
Why does not no one figure this out? In Continuum, having a bunch of tiles on the screen kills FPS really fast. So, the assumption would be that if there is a flood fill, it would only be used to fill in huge squares of tiles with one tile, thus killing anyone's client whenever they get near it on screen.
I believe having the tool would be useful, because you can mass-replace a large connected section of tiles with another type really fast. But then again, having a replacing mask tool would do this job safer. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Fri May 14, 2004 11:56 am Post subject: |
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I agree that a tool that converts connected tiles to another type at one click is much better than filling an empty area edged with tiles. |
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2dragons Novice
Joined: Feb 17 2004 Posts: 95 Offline
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Posted: Fri May 14, 2004 7:09 pm Post subject: |
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The project is being written in java.
Currently it supports editings levels. An earlier version had support for some screenobject stuff. Vampz at this time is working on an interface to edit any sort of image used in the editor (tilesets,lvz,etc...)
It was my previous intention to release the source after enough progress had been made to begin using it as a lvz editor. |
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2dragons Novice
Joined: Feb 17 2004 Posts: 95 Offline
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Posted: Fri May 14, 2004 7:11 pm Post subject: |
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I really like the idea of defining tiles as vertical edges/hortizontal edges, end of walls, corners, etc...
And seems like a few of you have suggested it so I think it would be a good thing to plan for that in the editor. |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Fri May 14, 2004 7:13 pm Post subject: |
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ASSS region support. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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2dragons Novice
Joined: Feb 17 2004 Posts: 95 Offline
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Posted: Fri May 14, 2004 7:13 pm Post subject: |
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Sorry to create numerous posts but I wanted to touch on a question MGB had again.
You asked about open sourcing and I said I'd like to after most of the functionality was there.
On another note it would be nice to open it earlier so others could contribute however I'm not sure that I have the capabilities to organize that. And again I've struggled to layout the code nicely.
If you have suggestions on how I could go about it I'm all ears. I'd be more than happy to let others assist in the project if I can find an organized manner to do so. +) |
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