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 Post subject: WorldMaker Map Editor
PostPosted: Wed Aug 31, 2005 6:41 pm 
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Grand Master
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This seemed like the corect forum.

WorldMaker Map Editor

--------------------------------------------------------------------------------

There is a preview of the upcoming WorldMaker Map Editor at http://www.ragedcom.com/punt/wfmap.rar . Ensure you have the qt.rar expanded in the same directory.

All editing functions are active. The palette is not enabled , and no file save can occur (so it can't hurt any of your mul files).

It sports a different look from WorldForge, as well as different capabilities. Real time dragging is available, when real time feedback of what the change will look like before being dropped or pasted.

One can also drag/paste between facets. Holding the shift key during a drag will result in a move if the edit mode is set to Art (a move between facets will be converted into a copy).

Ensure you have the correct edit mode selected, it affects selection and all editing functions.


The Area menu is not active yet.


I hope for this program to be released in beta (with saving) by the weekend.

For those of you using WM Multi, it is slated for an update to address bugs, remove the Radar capability (that will transistion to WM Map), and enable dragging/pasting between WM Map.


Ensure you have the LATEST openGL drivers for you video card (SIS chip based video cards will probably not work).


Last edited by punt1959 on Thu Sep 01, 2005 7:30 pm, edited 1 time in total.

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 Post subject:
PostPosted: Thu Sep 01, 2005 5:33 pm 
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You know Punt...this community would have died a long time ago without people like you.

I don't care what Ry and Syd say about you, your ok in my book! :wink:

Dev

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 Post subject: Beta released.
PostPosted: Thu Sep 01, 2005 5:38 pm 
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Thanks.
I have put a "beta" up there. Other then the area menu, and the radar extract and "center" function, I believe it to be fully operational.

Make backups for your map associated muls before using!


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 Post subject:
PostPosted: Sun Dec 25, 2005 11:53 am 
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double posting.. hehehe


Last edited by doOkiE! on Sun Dec 25, 2005 11:56 am, edited 1 time in total.

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 Post subject:
PostPosted: Sun Dec 25, 2005 11:54 am 
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Apprentice
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Joined: Fri Mar 26, 2004 6:19 pm
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Great job!
I'm really expecting the full version to be available. However this beta version is quite strange... Was it a expected bug? It can't display different altitudes tiles. Every tile from a different altitude is displayed like that, this picture is just an exemple.

Or this kind of problem only happens to me? :(

Image


[]'s doOkiE!


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 Post subject: Modes
PostPosted: Sun Dec 25, 2005 12:24 pm 
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you don't appear to set to display in isometric mode.


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 Post subject:
PostPosted: Sun Dec 25, 2005 4:17 pm 
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Please, could you tell me where's this option on the version i have?
I remember older versions used to have something like that but i don't remember this option on this version. :(

[]'s doOkiE!


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 Post subject:
PostPosted: Mon Dec 26, 2005 11:54 am 
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What's the difference between WorldMaker Map Editor and WorldForge?

I'm asking it because WF really has the "Isometric Mode" option that you said above but the option "Open" to load a map is not available (activated). So, i decided to use the WorldMaker Map Editor, but it has that bug above e no Isometric Mode option (I think just Terrain, Art and Flat mode). :(

Sorry, but I'm confused!! :wink:


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 Post subject:
PostPosted: Mon Dec 26, 2005 1:15 pm 
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Grand Master
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WorldMaker Map editor is far improved (speed, memory, map sizes, etc), as well as for more capability (visible drag/drop, etc).

It does have full isometric ability. That is a basic function that would be widely reported if something common. I really can't say why you are unable to see isometric. Did you set all the registery settings correctly? Did you restart after setting them (WorldMaker)? Do you have the correct view option (I dont recall the menu setting) selected?


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 Post subject:
PostPosted: Mon Dec 26, 2005 3:42 pm 
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Newb
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It say it can't find qtcore4.dll... What do I need?


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 Post subject:
PostPosted: Mon Dec 26, 2005 5:03 pm 
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Grand Master
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the QT dlls. You can find them here on the downloads page.


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 Post subject:
PostPosted: Mon Dec 26, 2005 5:15 pm 
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punt1959 wrote:
Did you set all the registery settings correctly?


Problem solved. ;)
Texmaps.mul entry was wrong :oops:
Now it's working perfectly. Thank you!


[]'s doOkiE!


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 Post subject:
PostPosted: Tue Dec 27, 2005 2:43 pm 
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I worked! thank you very much! :D


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 Post subject:
PostPosted: Tue Jan 17, 2006 9:36 am 
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Young
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I copied the relevant mul files into a new subdir in my "wfmap" folder.

I created a "maps" subdir as well and pointed the "map directory" option there.

I run wfmap.exe and open any of the facets and just get a gray background.

I'm missing a step somewhere?


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PostPosted: Tue Jan 17, 2006 10:55 am 
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ssalter wrote:
I copied the relevant mul files into a new subdir in my "wfmap" folder.

I created a "maps" subdir as well and pointed the "map directory" option there.

I run wfmap.exe and open any of the facets and just get a gray background.

I'm missing a step somewhere?


Yes. The mul files don't have to be in the wfmap director. One must set the mul (uo directory), and the map files via the settings menu option. After setting that, restart the application.

At this point, the correct files will be used.


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 Post subject:
PostPosted: Tue Jan 17, 2006 11:16 am 
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Young
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ok, I just set all the mul locations to my main UO directory...restarted app and it works. I Was trying to copy the relevant mul files to another directory to avoid overwriting/corrupting them but since I copied those mul files, it is easy enough to dump them back into my UO dir if something happens.

Thanks!

Extremely nice, Punt...now I just need to figure out how to add land tiles...I can see how to add items and multis but not sure about other landscaping features.


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 Post subject: terrain and art mode
PostPosted: Tue Jan 17, 2006 2:47 pm 
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There are two modes of editing. Terrain (what you refer to as landscaping I assume), and art (decorations, like trees, etc. What is commonly referred to as "statics" ).

Check the mode you want to operate in to enable editing those features.


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 Post subject:
PostPosted: Tue Jan 17, 2006 3:05 pm 
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Young
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yes, I can turn Art on and off and just see the Terrain, if I wish. But, I was unsure how to add a terrain tile...would that be a specific item id I could get from InsideUO...and then use that ID in the Edit/Insert/Item menu?


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 Post subject: view and mode
PostPosted: Tue Jan 17, 2006 5:23 pm 
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There is a view mode, and an edit mode.

You described the view mode. Please check the editing mode.


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 Post subject:
PostPosted: Tue Jan 17, 2006 5:35 pm 
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Young
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*sigh* yeah, there IS a mode setting on the edit menu. hehe...sorry... *hides*


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 Post subject:
PostPosted: Wed Jan 18, 2006 4:27 am 
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Is there a mode to edit BOTH the items & terrain?

As well allowing players to place items at specific heights would be beneficial for building cities, etc.


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 Post subject: yes and no
PostPosted: Wed Jan 18, 2006 8:34 am 
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One can not edit both at the same time, no. One can edit terrain, and then edit art, etc.

One can specify an altitude. Ue the placing grid, or select an item(s) and set the altitude (one can also delta from the current altitude).

The arrow keys will also nudge them up and down.


If one is doing a lot of "building" of art, the recommended method is to do so in the Multi editor. Then copy, drag,inser that structure or area into the map editor.


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 Post subject:
PostPosted: Wed Jan 18, 2006 9:21 am 
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Absolutely amazing tool.

My biggest wish: a hand tool that lets me drag around on the map easily.

Maybe make the mouse-wheel do the zooming? I could give you the code for it, but I know you use QT and not dealing with the Win32 API directly.

I think right-clicking to move around (on the big map, not the radar) would be very intuitive.

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 Post subject: Not sure I understand.
PostPosted: Wed Jan 18, 2006 10:11 am 
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Hmm, there is draggin (just select and drag). The shift or crtl whill determine if a move or copy (unless land, which is a copy).

There is a zoom as well. plus/minus I bleieve (or pgup/pgdown).

In these tools, it is all OpenGL anyway. QT is only the window frame.


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 Post subject:
PostPosted: Wed Jan 18, 2006 10:44 am 
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Yes, but OpenGL does not handle input, and mouse wheel movement is input. That is what I was referring to. Input is handled by QT, right?

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