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Map editor
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AVS 

Joined: 25 Feb 2011
Posts: 553
Location: Russia
Posted: 2016-01-17, 10:06   Map editor

Map editor itself already works.
- System requirements
* Any desktop OS (windows and linux known to work, OSX not tested but also should)
* OpenGL 3.3+

- Repository https://github.com/vcmi/vcmi_editor
- Latest release https://github.com/vcmi/vcmi_editor/releases/tag/v0.1.3-alpha (win32 only)
- Release https://github.com/vcmi/vcmi_editor/releases/tag/v0.1.1-alpha included in VCMI 0.98g (win32 only)

- Missing features
* campaign support
* Format support on the engine side (depends on map format 1.0 freeze)[in progress]
* Map and town events (to be unified with win-loss conditions in Triggered events)[not started]
* Quest guard GUI
* Seer hut GUI
* Terrain palette animations
* Map object search
* auto-adjusting appearance based on terrain
* RMG inside editor (depends on planned VCMI_lib integration)
Last edited by AVS on 2016-03-05, 01:02; edited 5 times in total  
 
     
Warmonger 
VCMI programmer


Age: 28
Joined: 07 Jun 2008
Posts: 1537
Location: Warsaw, Poland
Posted: 2016-01-17, 18:46   

Great news :-D . So what does editor actually do for now?
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AVS 

Joined: 25 Feb 2011
Posts: 553
Location: Russia
Posted: 2016-01-17, 22:35   

Warmonger wrote:
Great news :-D . So what does editor actually do for now?

Editor is editing maps :)

Terrain, roads, all original and modded objects with options, player options, map options, triggered events. Can import h3m but save only vcmi ziped json. Uses configuration from vcmi.
 
     
Nephretes

Joined: 15 Nov 2015
Posts: 7
Posted: 2016-01-19, 12:27   

Great! Looking forward for release and later to see additional functions. Thanks for your work.
 
     
Macron1 

Joined: 02 Apr 2013
Posts: 576
Posted: 2016-01-19, 13:33   

"auto-adjusting appearance based on terrain"

What is this? If this is replacing DEFs which dont have current terrain in "allowedTerrains" by DEFs which have, than this is not needed (user placing objects must do this by himself).
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AVS 

Joined: 25 Feb 2011
Posts: 553
Location: Russia
Posted: 2016-01-19, 13:39   

Macron1 wrote:
"auto-adjusting appearance based on terrain"

What is this? If this is replacing DEFs which dont have current terrain.


Not exactly that it changing already placed object`s appearance on terrain edit. Feature has been requested as it is and will be implemented (but later). @Macron1 Also I`m not accept request to "not add" feature ;)
 
     
Macron1 

Joined: 02 Apr 2013
Posts: 576
Posted: 2016-01-19, 16:21   

AVS wrote:
Macron1 wrote:
"auto-adjusting appearance based on terrain"

What is this? If this is replacing DEFs which dont have current terrain.


Not exactly that it changing already placed object`s appearance on terrain edit.


So on terrain change object will change DEF?
What if DEF configuration differs (object has another size and visible/passable/not passable cells for another terrain? I already have lot of mod objects that serve like University (for example), but have different sizes/look in terms of mask.
Than this feature can be turned on/off i guess. Or compare mask and replace object only if masks equal.
_________________
I'm not a member of VCMI developer group and my posts are not official. I'm just a fan.
 
     
AVS 

Joined: 25 Feb 2011
Posts: 553
Location: Russia
Posted: 2016-01-19, 17:43   

Macron1 wrote:
AVS wrote:
Macron1 wrote:
"auto-adjusting appearance based on terrain"

What is this? If this is replacing DEFs which dont have current terrain.


Not exactly that it changing already placed object`s appearance on terrain edit.


So on terrain change object will change DEF?
What if DEF configuration differs (object has another size and visible/passable/not passable cells for another terrain? I already have lot of mod objects that serve like University (for example), but have different sizes/look in terms of mask.
Than this feature can be turned on/off i guess. Or compare mask and replace object only if masks equal.


Feature will be obviously optional, mask compatibility also should be checked. Animation is selected from _this_ object but from any other with same handler - map editor even ignore handlers.
 
     
SXX 
VCMI programmer

Age: 25
Joined: 04 Jul 2014
Posts: 318
Posted: 2016-01-20, 02:23   

Macron1 wrote:
Than this feature can be turned on/off i guess. Or compare mask and replace object only if masks equal.
There is plenty of objects in H3 that identical on all terrains except for appearance. It's my suggestion so probably I'll eventually try to contribute it to editor.
 
     
AVS 

Joined: 25 Feb 2011
Posts: 553
Location: Russia
Posted: 2016-02-23, 23:26   

Next milestone achieved! Random generated map is looks playable as normal map.

I think it`s a time to think about merging part 1 aka PR 146.
 
     
Tooandorisu 


Age: 29
Joined: 02 Apr 2013
Posts: 83
Posted: 2016-02-25, 19:27   

AVS wrote:
Next milestone achieved! Random generated map is looks playable as normal map.

I think it`s a time to think about merging part 1 aka PR 146.

Nice! Can't wait :D
 
     
Warmonger 
VCMI programmer


Age: 28
Joined: 07 Jun 2008
Posts: 1537
Location: Warsaw, Poland
Posted: 2016-02-26, 12:13   

AVS wrote:
Next milestone achieved! Random generated map is looks playable as normal map.

I think it`s a time to think about merging part 1 aka PR 146.

Is there anything particular that needs to be revieved? Quite a huge commit.
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AVS 

Joined: 25 Feb 2011
Posts: 553
Location: Russia
Posted: 2016-02-26, 16:25   

Warmonger wrote:
AVS wrote:
Next milestone achieved! Random generated map is looks playable as normal map.

I think it`s a time to think about merging part 1 aka PR 146.

Is there anything particular that needs to be revieved? Quite a huge commit.


There were already some regressions, mostly afraid of more. (New code - the format itself will be changed anyway also it will have more automatic tests.) There are not trivial changes in RMG, please look at them.
 
     
Warmonger 
VCMI programmer


Age: 28
Joined: 07 Jun 2008
Posts: 1537
Location: Warsaw, Poland
Posted: 2016-02-29, 14:28   

RMG works ok as far as I see. Ready for merge?

How about releasing editor tommorow? :roll:
_________________
Think twice if you really need to send me private message. Use public forum for general questions.
DJ Warmonger blog
beegee wrote:
Warmonger, you are the best!
 
 
     
Tooandorisu 


Age: 29
Joined: 02 Apr 2013
Posts: 83
Posted: 2016-02-29, 20:17   

Warmonger wrote:
RMG works ok as far as I see. Ready for merge?

How about releasing editor tommorow? :roll:


Please do :D
 
     
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