- Feb 9, 2015
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Makes me laugh seeing people implement literally 0 new maps on servers when things like this are capable of being done , no excuses
Good work
Good work
That would convert everything, which would mess up a lot of details.As to the cliffs, why don't you invert your whole map to *.mir3 and exactly as you found out
You have to remember I've been playing with this for a couple of years now. and the others, longer.Makes me laugh seeing people implement literally 0 new maps on servers when things like this are capable of being done , no excuses
Good work
I will have to mule it over, but at the moment, I don't see the problem. I am just wondering, if your cliff promontory above is made of single tiles, then you can have it converted from middle into front layer and that bush will still sit on top of it as it should. But if its made of image strips on middle layer, then you should have a problem displaying it properly placed in the client in the first place and all other problems become mute (same for the cliffs that came up in the prior posts).The SMtiles (muddy pathways) should really be the middle layer, so as to allow you to place detail objects on top of them, should you wish.
I will have to mule it over, but at the moment, I don't see the problem. I am just wondering, if your cliff promontory above is made of single tiles, then you can have it converted from middle into front layer and that bush will still sit on top of it as it should. But if its made of image strips on middle layer, then you should have a problem displaying it properly placed in the client in the first place and all other problems become mute (same for the cliffs that came up in the prior posts).
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I need to do quite a bit more work before it becomes usable again as I have disabled most of the old buttons and dropdowns so I can work on the layout... not quite sure yet how to go about improving the displaying and selecting of tiles from the menus but I'll see if I can come up with a few ideas
hopefully the changes I make will be useful for everyone... I know some of the things "should" be improvements but maybe some things won't work as well as I hope but we will see
You are right, the tags are replaced on the front layer by whatever gets placed last and it shows around the object outline where the partly showing tiles were deleted.If they were single tiles, on the front layer, I still couldn't put a bush on top. As it overlays the tile anchors.
I believe dragging scroll bar down with mouse to the approximate tile location, instead of scrolling with mouse or clicking into scrollbar to go down page by page, allows me to reach those higher numbered tiles without overloading the program. Scrolling about eventually pops up that notice and I found if you patiently keep clicking on the Continue button, each click draws one tile and when all are drawn in your screen view, the notice goes but then it pops up at the next scroll as new tiles should come into view. Maybe it tells something to those who understand how programs work? Like a buffer overfill or something of the sort?right now you have to scroll through 20k images to reach your target. (this is also the main source of crashes for me)
Is that like what iJam did in his modifed editor version? I didn't find it too useful because it made the Tiles, Objects & object.X view panel too narrow. But I like very much the idea of showing tiles/objects in a strip underneath the map view as it would allow placing tiles in sequence much easier. Resizable height wise would be just icing on the cake. Maybe make it closable or minimizing to next to nothing and leave the access to the libraries in the tab also, as both options would be handy I imagine.Moved the Map panel so it is on the main part of the screen rather than hidden in tabs
How you scroll doesn't really seem to matter, it's still loading every image you see into memory(you can physically watch the memory usage go up as you scroll). but yes, dragging the bar just loads less as you take large jumps. All 3 methods eventually crash. Usually when I go too fast. The same happens with the objects list occasionally when I'm going through them too fast.I believe dragging scroll bar down with mouse to the approximate tile location, instead of scrolling with mouse or clicking into scrollbar to go down page by page, allows me to reach those higher numbered tiles without overloading the program. Scrolling about eventually pops up that notice and I found if you patiently keep clicking on the Continue button, each click draws one tile and when all are drawn in your screen view, the notice goes but then it pops up at the next scroll as new tiles should come into view. Maybe it tells something to those who understand how programs work? Like a buffer overfill or something of the sort?
I'll second the concerns for this. The main reason I stuck with this editor, above all else, is for the full-screen map window.Moved the Map panel so it is on the main part of the screen rather than hidden in tabs
Good tip, goes to show the longer experience with the editor. That popup notice used to give me the creeps in my early days with the editor but before long I also found you can save just fine and relaunch the program.- Most of the time swapping to another library file and back lets you continue as though nothing happened.
Working on large maps, going through lots of different tilesets/objects, memory usage grows fast. Use this to prevent reaching the 2GB cap. Especially on my current map, I use it a lot. I'd be restarting the editor every 15 mins otherwise.Today tested if that "Free Memory" button would help in this case but it doesn't. Don't really know in what situation you would use it to some profit.
The lack of a zoom function was the issue. The limitation is a combination of your resolution and the source image size. You can only resize the app as big as your screen.is it right that if you had a multi monitor setup, like four monitors in a square configuration, you would have been able to work on that whole map without cutting it into four pieces? Or else if you had a monitor with some really huge resolution? And would it help get by without such arangement if you could zoom out from that grid to view the whole map, the grid tiles would be smaller but for selecting cuts it wouldn't really matter?
for the cell info panel I agree with what you said... I used it to identify cell data and then it gets in the way when I want to edit... I liked the way I had the cell data on my map editor when I was working on it mine it was at the top of the screen and you could edit the values directly in the boxes... maybe here we could have a side bar or something that you can turn on and off when needed
I feel like a kid in a candy shop with loads of money to spend, like everything is in reach.checkbox displayed on the menu for each layer then when you use the tool it only copies whatever layer/s are selected... yes including back layer (I would have to solve the issue of pasting backImages onto odd number cells but thats not a major issue)
In a day or two when I get a chance to mess with the files for a few hours I'll start doing what you have suggested and make a start with just updating the buttons at the top and assigning a shortcut to everything (I'll put the map panel back in its original tab for now) ... did someone say they had a previously made a post suggesting what shortcut keys to use ?
I'll try and keep it just a simple quick update rather than spending a lot of time adding features that may sound good to me but might not be as useful as I originally thought lol
I'll then release what I have and after that I'll either try and move the map to another window... or I'll work on the object screen image list (which I'm looking forward to get started on so this may be first hehe)