Page 2 of 3
RE: The Scenario Builder (Editor) thread
Posted: Fri Jul 09, 2010 10:04 am
by bbmike
ORIGINAL: Peter123
I had that message because of my computer text fonts being set as big size. When I set the fonts to normal size, the Editor works fine.
I can also make to run the editor without changing font size: launch editor at 800x600, then switch to any resolution and the editor keeps working.
Hope this help u.
Wow, that was the problem! I would have never figured that out.
Thanks Peter123! [&o]
RE: The Scenario Builder (Editor) thread
Posted: Fri Jul 09, 2010 11:37 am
by Peter123
I either.
Here is where i discovered it:
http://forum.wastelands-interactive.com/viewtopic.php?t=2738
Glad it works for you.
RE: The Scenario Builder (Editor) thread
Posted: Fri Jul 09, 2010 11:57 am
by AH4Ever
ORIGINAL: doomtrader
It seems to be more suited to editing existing scenarios.
To be honest all scenarios in SoP has been created with this editor from scratch.
But you have the advantage of working directly with the gentle person who programmed the tool.
Me, I'm just taking shots in the dark

hoping I hit something and when I run low on bullets.
I send up a flare

and from somewhere in the vast murky unforgiving abyss, someone yells.
"Hey we're over here!" "And will you please stop shooting at us"
RE: The Scenario Builder (Editor) thread
Posted: Fri Jul 09, 2010 10:40 pm
by AH4Ever
FYI - The naval_units.csv generated by the Editor is not the same as the one you are using in the SOP scenarios.

RE: The Scenario Builder (Editor) thread
Posted: Wed Jul 14, 2010 7:24 pm
by Peter123
Hi, when I make a map with the editor, every hex of each terrain picks only one hex of the terrain.gfx (the same hex is tiled) so there are no variation like in the standard scenarios.
Someone knows how can I achieve that?.
Thanks.
RE: The Scenario Builder (Editor) thread
Posted: Thu Jul 15, 2010 3:47 pm
by Peter123
ORIGINAL: Peter123
Hi, when I make a map with the editor, every hex of each terrain picks only one hex of the terrain.gfx (the same hex is tiled) so there are no variation like in the standard scenarios.
Someone knows how can I achieve that?.
Thanks.
This is what Im talking about: How can I get rid of those uglies repetitive terrain patterns?
Its the same with any map skin, so it must be a scenario issue.

RE: The Scenario Builder (Editor) thread
Posted: Fri Jul 23, 2010 4:18 pm
by mbar
Just FYI the new Ed.zip fixed the no text on tabs problem for me. Thanks guys.
RE: The Scenario Builder (Editor) thread
Posted: Fri Jul 23, 2010 10:41 pm
by Bleck
You have to wait for next editor build to be able to set which tile will be displayed on each hex (also a function to set those values randomly should be there).
RE: The Scenario Builder (Editor) thread
Posted: Tue Jul 27, 2010 1:10 am
by rmg
Novice question here...I simply want to used the editor, at this point, to change alliances, PP points per country, and add some units.
When I do any of these I press the save tab in the editor.......nothing seems to happen, press again and get the "exception error" message. Also, when trying to save the altered scenario back to the data folder\scenarios...........I get another error "outside of array"..............all I want is a few simple scenario customizations, is that too much to ask, ha.....please if anyone knows how to use editor in simple form, please enlighten me................also, I notice a tab for "manual" but mine has only a cover page, no manual............now if I had a manual, sigh, perhaps I wouldnt be lost.
Addendum: I did just change PP for Japan, and some tech levels, and it seemed to save, great, now when I open the game, NO UNITS are on the map. SOS, thanks.
RE: The Scenario Builder (Editor) thread
Posted: Tue Jul 27, 2010 5:25 pm
by AH4Ever
ORIGINAL: rmg
Addendum: I did just change PP for Japan, and some tech levels, and it seemed to save, great, now when I open the game, NO UNITS are on the map. SOS, thanks.
Using the editor is challenging, the reason that it will not display existing units, might be that
the editor uses a different land_units.csv than the one from the scenarios
the editor's version has two extra columns
HQ bonus & HQ commander ID, while it is missing the
Available in turns
This is just an assumption on my part, I'm not stating fact.
When I opened up the Guam scenario it did not show the units but it knew they were there because when I added a unit it placed at the end of the list.
Even if you create units with the editor, you will still have to modify land_units.csv to make them fully functional and to locate them on the map.
I hope this helps.
RE: The Scenario Builder (Editor) thread
Posted: Fri Aug 13, 2010 12:20 pm
by AH4Ever
ORIGINAL: Peter123
Hi, when I make a map with the editor, every hex of each terrain picks only one hex of the terrain.gfx (the same hex is tiled) so there are no variation like in the standard scenarios.
How can I get rid of those ugly repetitive terrain patterns?
ORIGINAL: Bleck
You have to wait for next editor build to be able to set which tile will be displayed on each hex (also a function to set those values randomly should be there).
I was really hoping that this fix would be included in v1.03.
It seems we've actually taken a step backward, when I opened the editor in v1.03 the tabs once again had no text.
I know this wasn't a problem for everyone but it seems to show that we are still waiting on newer version of the editor that was previously mentioned.
RE: The Scenario Builder (Editor) thread
Posted: Thu Nov 11, 2010 8:07 am
by Magpius
You have to wait for next editor build to be able to set which tile will be displayed on each hex (also a function to set those values randomly should be there). -bleck
Has this been done? [&:]
and could you post a recent build of ed.exe please. [&o]
Changing from randomised tiles, would mean I could finally fix my land/ sea boundaries.
a question on scale...
Posted: Thu Nov 11, 2010 8:10 am
by Magpius
I'm thinking of making a small island scenario, how do I determine a hex=km distance?. Is it set graphically, or is there a method of setting movement factors in a .csv?
manual.txt
Posted: Thu Nov 11, 2010 8:12 am
by Magpius
Will it be updated from the current, [font="courier new"]aaaaaaaaabbbbbb[/font] or do I work from this thread and the youtube vids?
RE: manual.txt
Posted: Thu Nov 11, 2010 8:17 am
by Magpius
How do I background a map image (.jpg) into the editor?
How do I navigate around the map? (mouse wheel zooms, but what scrolls?)-found ctrl-left mouse button...
but this is all a bit too much trial and error for my liking.
RE: The Scenario Builder (Editor) thread
Posted: Thu Nov 11, 2010 7:42 pm
by doomtrader
ORIGINAL: Agent S
You have to wait for next editor build to be able to set which tile will be displayed on each hex (also a function to set those values randomly should be there). -bleck
Has this been done? [&:]
and could you post a recent build of ed.exe please. [&o]
Changing from randomised tiles, would mean I could finally fix my land/ sea boundaries.
As far as I know yes,
I'll upload latest build soon
RE: The Scenario Builder (Editor) thread
Posted: Thu Nov 11, 2010 7:47 pm
by doomtrader
I'm thinking of making a small island scenario, how do I determine a hex=km distance?. Is it set graphically, or is there a method of setting movement factors in a .csv?
You are determining this by yourself by adjusting hex size, unit size, turn length and Action Points.
Will it be updated from the current, aaaaaaaaabbbbbb or do I work from this thread and the youtube vids?
Unfortunately you will have to use this thread.
How do I background a map image (.jpg) into the editor?
Could you please explain what are you asking about? Would you like to change the look of the tiles used in editor? I think it's hardcoded now.
How do I navigate around the map? (mouse wheel zooms, but what scrolls?)-found ctrl-left mouse button...
Try ALT button
but this is all a bit too much trial and error for my liking.
I'll see what can be done in that matter
RE: The Scenario Builder (Editor) thread
Posted: Thu Nov 11, 2010 8:10 pm
by Magpius
Doom,
If scenario creation was made easier, the life expectancy of SOP & TOW would be greatly enhanced.
eg Advanced Tactics and TOAW (especially) come to mind.
The ease in modding/creating scenarios should be as easy as modding graphics (maybe).
As to backgrounding the image, in the youtube video of making australia, you start with a google earth image of aus, that fades into the starting outline in hexes.
is there a way of importing the jpg as a background image? So it can be traced over? Advanced Tactics has this, and it makes map creation a breeze.
Perhaps somebody at W.I. could create an AAR of a small scenario built from scratch. It may get more people enthused to try one also.
Is there a list of hot keys for the editor? or is it all driven from the tab menu?
I'll be honest, it's not all that intuitive.
But thanks for the help.
A
RE: The Scenario Builder (Editor) thread
Posted: Thu Nov 11, 2010 8:48 pm
by doomtrader
As to backgrounding the image, in the youtube video of making australia, you start with a google earth image of aus, that fades into the starting outline in hexes.
is there a way of importing the jpg as a background image? So it can be traced over? Advanced Tactics has this, and it makes map creation a breeze.
Uhh, there is no such possibility, it was video maker magic. Sorry. Please note that all maps in SoP were made by people who are (or were) studying geography.
Is there a list of hot keys for the editor? or is it all driven from the tab menu?
There are no hotkeys.
Perhaps somebody at W.I. could create an AAR of a small scenario built from scratch. It may get more people enthused to try one also.
The idea is very very good, only if the day last longer. I'll see.
RE: The Scenario Builder (Editor) thread
Posted: Tue Nov 16, 2010 8:00 pm
by Tomokatu
Doomtrader hesitated:
The idea is very very good, only if the day last longer. I'll see.
Drink more coffee. Very
STRONG coffee. Lots and lots of
VERY STRONG COFFEE. [X(]
Hint: If you can't dissolve a nail in your coffee, it's just not strong enough.
[:D]