Cirevam Posted April 13, 2010 Share Posted April 13, 2010 For your reference, heading is in degrees with north being the 0th degree and going clockwise from there. This is backwards from usual conventions in math and physics but DDI did this because they are silly. Link to comment Share on other sites More sharing options...
sciguy Posted April 13, 2010 Share Posted April 13, 2010 Stupid developers, so I was right there, and the x-y coord system starts from where (origin is at ____?)? Link to comment Share on other sites More sharing options...
Cirevam Posted April 13, 2010 Share Posted April 13, 2010 It almost looks like the origin for maps is the upper left corner, with east being the positive X direction and south as the positive Y direction, but the scale for distance is way off. I think it's in squares, but it also uses decimal places... Link to comment Share on other sites More sharing options...
Cyrem Posted April 16, 2010 Author Share Posted April 16, 2010 On 4/13/2010 at 6:43 PM, Anonymouse said: It's really time for an OL beta. Heck, the OL editor should be the easiest bit! No, the OL editor is the most time consuming part of the whole project. On 4/13/2010 at 7:25 PM, sciguy said: *idea* in the editor, have the object placed like normal, but instead of writing to a .map file, it is to a .ol file. And it is just text, so it should be easy to do. If you don't have the time, I might be able to make one. (I just need to know how exactly the x/y pos and heading values work, im guessing the heading is in degrees.) That's the mode I'm working on now. Link to comment Share on other sites More sharing options...
Anonymouse Posted April 16, 2010 Share Posted April 16, 2010 On 4/16/2010 at 10:14 PM, Cyrem said: On 4/13/2010 at 6:43 PM, Anonymouse said: It's really time for an OL beta. Heck, the OL editor should be the easiest bit! No, the OL editor is the most time consuming part of the whole project. O.O really? Are you implementing the CFG scanning? Or is it just hard to get the x and y positions working? Sorry I made the classic "Clients from Hell" mistake - This should be easy. Link to comment Share on other sites More sharing options...
Cyrem Posted April 16, 2010 Author Share Posted April 16, 2010 On 4/16/2010 at 10:16 PM, Anonymouse said: On 4/16/2010 at 10:14 PM, Cyrem said: On 4/13/2010 at 6:43 PM, Anonymouse said: It's really time for an OL beta. Heck, the OL editor should be the easiest bit! No, the OL editor is the most time consuming part of the whole project. O.O really? Are you implementing the CFG scanning? Or is it just hard to get the x and y positions working? Sorry I made the classic "Clients from Hell" mistake - This should be easy. CFG scanning, MC doesn't really have a need for that but I've done that in other unreleased programs. X/Y positions are a pain, same with HEADING. RR doesn't like rounded numbers... and RR reacts differently depending on the value of the decimal place (I'm not talking .1 compared to .7, more like .01 and .1). So really 30% of it is making it 70% is testing and bug fixing in the OL editor. Yes, you did make that mistake :P Link to comment Share on other sites More sharing options...
Cirevam Posted April 16, 2010 Share Posted April 16, 2010 I think Cyrem has a point. Take a look at how many non-rounded numbers there are in this OL excerpt: Reveal hidden contents Object1 { type TVCamera xPos 29.089382 yPos 47.673790 heading 0.000000 } Object2 { type Toolstation xPos 28.500000 yPos 48.500000 heading 179.999995 } Object3 { type Powerstation xPos 30.500000 yPos 48.500000 heading 179.999995 } Object4 { type TeleportPad xPos 27.500000 yPos 47.500000 heading 179.999995 } Object5 { type Geo-dome xPos 28.500000 yPos 46.500000 heading 89.999998 } Object6 { type RockMonster xPos 26.005278 yPos 43.041527 heading 143.239400 } Object7 { type RockMonster xPos 32.991135 yPos 39.034576 heading 217.724098 } Lego* { Yeah, it's pretty bad. Link to comment Share on other sites More sharing options...
Exkajer Posted April 17, 2010 Share Posted April 17, 2010 I made a map in "fire n water" but I cant place objects, base. etc. I added this to game, but when I open level, game is stuck in briefing, and I don`t see a starting cavern. -Which editor is working? -How to make any objects? Link to comment Share on other sites More sharing options...
Addictgamer Posted April 17, 2010 Share Posted April 17, 2010 As Cyrem said, he temporarily removed object adding. You'll manually have to make a .ol file and add all your objects, including the game camera. Link to comment Share on other sites More sharing options...
Exkajer Posted April 18, 2010 Share Posted April 18, 2010 How to make an .ol file? Link to comment Share on other sites More sharing options...
Addictgamer Posted April 19, 2010 Share Posted April 19, 2010 Create a text file. Open it up in notepad, and add in all your objects. Save, and rename it to levelnumber.ol For examples of how to fill up an OL file, look through the OLs that come with the game. If you want me to guide you through creation of an OL, feel free to ask. Link to comment Share on other sites More sharing options...
Exkajer Posted April 19, 2010 Share Posted April 19, 2010 Thanks a lot! Link to comment Share on other sites More sharing options...
Addictgamer Posted April 19, 2010 Share Posted April 19, 2010 Your welcome! Now, Cyrem, how do I use the tuto editor? Nevermind, I just realized I only have to click the tile. Link to comment Share on other sites More sharing options...
sciguy Posted April 19, 2010 Share Posted April 19, 2010 Ok, I'm gonna be including a basic .ol editor in my cfg editor. It will not check for what else is there, so use it wisely. Why does it not check you ask? Because I don't know how to read the map files, is my answer. Link to comment Share on other sites More sharing options...
Cyrem Posted April 26, 2010 Author Share Posted April 26, 2010 Update. If everything keeps going as well as it is now, Final 1 should be out by Friday. I'm currently going through each building making sure all the angle are correct with the way they are displayed in the editor. Link to comment Share on other sites More sharing options...
TheDoctor Posted April 26, 2010 Share Posted April 26, 2010 Oh yay! I can't wait. *exploits TARDIS* Link to comment Share on other sites More sharing options...
PWNZOR Posted April 26, 2010 Share Posted April 26, 2010 Sounds like winsauce to me. Can't wait! Link to comment Share on other sites More sharing options...
Cirevam Posted April 26, 2010 Share Posted April 26, 2010 On 4/26/2010 at 4:03 AM, Cyrem said: If everything keeps going as well as it is now That's what I like to hear. Our fearless leader isn't having many problems, which means more modding possibilities for the future. Link to comment Share on other sites More sharing options...
Cyrem Posted April 29, 2010 Author Share Posted April 29, 2010 Little bit of disappointing news, as I went out most of the day yesterday I've missed a day of development. So this will effect the vehicle section of the OL editor and won't be ready by tomorrow. However, I'm still intending to release Final 1 tomorrow (as I said I would, without the above). You can place all buildings and custom objects. So, if you must, you can use the custom object to place anything not available. Final 2(the last BETA) will contain: - NPL Editor - Vehicle Menu in OL editor - Addition erosion speeds Link to comment Share on other sites More sharing options...
TheDoctor Posted April 29, 2010 Share Posted April 29, 2010 YAAAAAAAY!!!!1! Finally! I can make all those maps that I said I would! Link to comment Share on other sites More sharing options...
Cyrem Posted April 30, 2010 Author Share Posted April 30, 2010 Final 1 Released! Changes are: Hotkeys for modes (F1-F9) After Orginal map import, reset to surface. Fixed Original map Import z order problem Removed map name requirement on Original import. Fixed map name update bug on Original import. Allow cancel as skip on Original Import. Fixed Menus in wrong position. Removed most restrictions on where you could place emerge and trigger points. Startup Image added Custom Object Placement New OL Editor 'Start' changed to 'New' Welcome Message As stated earlier, the vehicles and other misc objects will come in Final 2. You can use the custom object to place anything not in the menu or anything else you want. There is no collision checking in the object editor, this is how I intended it. This means you can place things on top of other things and bury buildings under walls or over water. There will probably be heaps of bugs, so please report them. Also, the scroll on your mouse controls the angle of the objects. I can finally relax a bit again... Download: http://www.rockraidersunited.org/index.php?/files/file/57-map-creator-final-beta-1/ Link to comment Share on other sites More sharing options...
TheDoctor Posted April 30, 2010 Share Posted April 30, 2010 I simply cannot express my excitement with enough smilies or capital letters. So I will spare you a good lot of scrolling and simply say, yay. I can't wait to test this out. Again, yay. Link to comment Share on other sites More sharing options...
Lair Posted April 30, 2010 Share Posted April 30, 2010 :awesomeface: Link to comment Share on other sites More sharing options...
Cirevam Posted April 30, 2010 Share Posted April 30, 2010 CRITICISM: Buildings, especially the Mining Laser because it's only one square (though it rotates freely so who cares), need some indication of what their heading is. An arrow would be simple enough if the color system that LRR has can't be implemented. I whipped up a test level with all the buildings sans the BIGTeleport to see if they all show up correctly, then I'll put some buildings on water and lava and see how the game reacts to that. If the Upgrade Station can be placed on the water then that means aquatic vehicles can have upgrades. Then it's up to Foreststrike to make a buildable version. Link to comment Share on other sites More sharing options...
Cyrem Posted April 30, 2010 Author Share Posted April 30, 2010 On 4/30/2010 at 2:03 AM, Cirevam said: CRITICISM: Buildings, especially the Mining Laser because it's only one square (though it rotates freely so who cares), need some indication of what their heading is. An arrow would be simple enough if the color system that LRR has can't be implemented. I whipped up a test level with all the buildings sans the BIGTeleport to see if they all show up correctly, then I'll put some buildings on water and lava and see how the game reacts to that. If the Upgrade Station can be placed on the water then that means aquatic vehicles can have upgrades. Then it's up to Foreststrike to make a buildable version. I knew that was going to be the first suggestion. Yes Frozen frenzy I believe has an upgrade station over water. Link to comment Share on other sites More sharing options...
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