Map Maker Beta ...
Posted: Sat Jun 14, 2008 4:40 am
LATEST UPDATE v0.9e
- Adds support for maps on PCK installs without MM
LATEST UPDATE v0.9d
- Fixes several bugs found in 0.9c
- Adds smoke plume particle effect
LATEST UPDATE v0.9c
Requires the full v0.9a installer
Changelog from v0.9a
- Way too many changes to document here
- for an instruction manual of sorts see the Map Maker tutorial thread.
LATEST UPDATE v0.8b
Changelog from v0.8a
1. show stopper Bugfix found and fixed
Changelog from 0.3d
- See readme for version 0.8a which canbe found in the large distro file.
LATEST UPDATE v0.3e
Changelog from 0.3d
1. show stopper Bugfix found by redleg
LATEST UPDATE v0.3d
Changelog from 0.3c
1. Adds map renaming support, simply load your old map and then rebuild it under a different name. All saved masks and scene xml changes should come across pereserved.
2. Will recenter map in order to prevent some cases of illegal colors and to prevent an illegal map build.
LATEST UPDATE v0.3c
You will need to have the base Map Maker installed first.
Changelog from 0.2b
1. Now supports height map blur (smoothing). You enter in a value 0 (no smooth) to 32 (max smooth) in the new H/Blur box. This smoothes your heightmap if you find that you made it too "bumpy". You can do a similiar thing in your paint program but this is non destructive to allow you to see what different values do. When you smooth you hide the AI map so use the mouse scroll wheel to bring it back again.
2. This new version will not overwrite your work if you generate a new map. So any work you have done on your masks will be preserved. The map maker also produces a logical object heirarchy for the scene. Note how if you expand the object tree in scenedit there are headings for each object type prefaced by the map name:
eg
mapname_cows
mapname_craters
mapname_trees
(where mapname = the name you gave your map in MM)
etc
I have provided a new heading called
mapname_structures
If during your map edits in scenedit you put your structures (eg houses, fences, foxholes, trneches, etc) under that heading then all your work will be saved if you need to go back into map maker to make changes to the scenexml. Eg you wanted more trees or different textures but had already done quite a bit of work in scenedit and didn't want to lose it. There you go, provided you keep it under mapname_structures all will be well and well organized to boot.
Item 2. Allows you quite a bit of freedom to move between scenedit and the MM without destroying any of your work [;)]
3. Height map and AI map validation routines. I added this because of the number of posts about trees no appearing or odd heightmaps n' stuff. What happens now is that all the maps are scanned (does add a little time to the load) and any error in color depth, resolution or color items are brought to the users attention.
4. Support for brushes + external mods provided they are indexed in resources.xml files in the mods directory as I have explained previously.
5. Is facing camera (billboard) support for trees / brushes. This is a check box on the tree line called C:[ ]. Check this if you want the selected tree / brush to behave as a billboard.
6. PCOWS trees problem is fixed. Please rename TreeX.bmp in the Map Maker/Trees directory to Tree0X.bmp as has been previously mentioned.
7. Status line now shows you which terrain feature the mouse cursor is over
8. All data files are now human readable again at no processing performance cost.
Enjoy
S.
- Adds support for maps on PCK installs without MM
LATEST UPDATE v0.9d
- Fixes several bugs found in 0.9c
- Adds smoke plume particle effect
LATEST UPDATE v0.9c
Requires the full v0.9a installer
Changelog from v0.9a
- Way too many changes to document here
- for an instruction manual of sorts see the Map Maker tutorial thread.
LATEST UPDATE v0.8b
Changelog from v0.8a
1. show stopper Bugfix found and fixed
Changelog from 0.3d
- See readme for version 0.8a which canbe found in the large distro file.
LATEST UPDATE v0.3e
Changelog from 0.3d
1. show stopper Bugfix found by redleg
LATEST UPDATE v0.3d
Changelog from 0.3c
1. Adds map renaming support, simply load your old map and then rebuild it under a different name. All saved masks and scene xml changes should come across pereserved.
2. Will recenter map in order to prevent some cases of illegal colors and to prevent an illegal map build.
LATEST UPDATE v0.3c
You will need to have the base Map Maker installed first.
Changelog from 0.2b
1. Now supports height map blur (smoothing). You enter in a value 0 (no smooth) to 32 (max smooth) in the new H/Blur box. This smoothes your heightmap if you find that you made it too "bumpy". You can do a similiar thing in your paint program but this is non destructive to allow you to see what different values do. When you smooth you hide the AI map so use the mouse scroll wheel to bring it back again.
2. This new version will not overwrite your work if you generate a new map. So any work you have done on your masks will be preserved. The map maker also produces a logical object heirarchy for the scene. Note how if you expand the object tree in scenedit there are headings for each object type prefaced by the map name:
eg
mapname_cows
mapname_craters
mapname_trees
(where mapname = the name you gave your map in MM)
etc
I have provided a new heading called
mapname_structures
If during your map edits in scenedit you put your structures (eg houses, fences, foxholes, trneches, etc) under that heading then all your work will be saved if you need to go back into map maker to make changes to the scenexml. Eg you wanted more trees or different textures but had already done quite a bit of work in scenedit and didn't want to lose it. There you go, provided you keep it under mapname_structures all will be well and well organized to boot.
Item 2. Allows you quite a bit of freedom to move between scenedit and the MM without destroying any of your work [;)]
3. Height map and AI map validation routines. I added this because of the number of posts about trees no appearing or odd heightmaps n' stuff. What happens now is that all the maps are scanned (does add a little time to the load) and any error in color depth, resolution or color items are brought to the users attention.
4. Support for brushes + external mods provided they are indexed in resources.xml files in the mods directory as I have explained previously.
5. Is facing camera (billboard) support for trees / brushes. This is a check box on the tree line called C:[ ]. Check this if you want the selected tree / brush to behave as a billboard.
6. PCOWS trees problem is fixed. Please rename TreeX.bmp in the Map Maker/Trees directory to Tree0X.bmp as has been previously mentioned.
7. Status line now shows you which terrain feature the mouse cursor is over
8. All data files are now human readable again at no processing performance cost.
Enjoy
S.



