[Release] Xiyue MapEditor - Akaras' mod updated by M2P

bansheemir.com

Far

tsniffer
Developer
May 19, 2003
19,380
21
1,822
400
I love how you always come to these strange assumptions about how things work :ROFLMAO: . No mining has nothing to do with map lighting.

Lights on map range from 0-9. Crystal used to offer ranges from 0-99, however it was removed due to too many people complaining about not liking dimmed light.

basically each one is a different size, however all offer same intensity (full white)
 
Last edited:
  • Like
Reactions: mir2pion
Your banner could be here!
Join Our Discord

mir2pion

TL;DR
Dedicated Member
Feb 21, 2013
2,287
160
104
Mining came to mind only when I had written the above post shortly before going to bed, so I added it in the query because if indeed it would be light and I didn't specifically ask about it, you would not mention it simply because I didn't ask about it. Programmers are like that, logical to fault LOL

There was this famous physicist Dirac who in Q&A after lecture would pass on answering you and go to next questioner if your 'question' was actually a statement, like pple often frame (imply) their questions. Exactly like a running program. :geek:

I recall now that mining is set in server configuration, or whatever. Not important if it is not light.
But it is typical of what I just said - you didn't mention how it is set because I only asked if it is light, so you answered in the programmers fashion of True or False, not volunteering to add in a human fashion how it is set otherwise.

As to light, I suppose then, the values above 9 then default to it (in size). I asked because I want to add a brief info regarding it on the light setting panel.

Now it is also clear why fishing starts with 100 and if I am right about defaulting value, it is also the biggest light size (which really only lights up shore farther out). I suppose others before me asked if fishing light values could be made exempt from lighting up the map, probably it would be no simple code change or it would have been done, right?
 
Last edited:

Far

tsniffer
Developer
May 19, 2003
19,380
21
1,822
400
No if light value is above 9 then that means no light.

Also lol, yes I do try to answer with minimum effort. It's better for you to learn than for me to just explain how everything is done.

Fishing light values shouldn't be showing light. I checked the code and anything above 9 is ignored for light values.
 

mir2pion

TL;DR
Dedicated Member
Feb 21, 2013
2,287
160
104
I see, I didn't fish on servers for some time so if I didn't see light on water, I would have assumed there is no fishing on it. Plus these days on most servers you never see a water surface anyway apart from the canal in BW LOL

BTW I set my testing maps with daylight always on, so didn't notice that there is no light. I made some changes in how you set light, that's why I asked in the first place. I'll see if I can put brief info written on the light setting panel.
 
Last edited:

mir2pion

TL;DR
Dedicated Member
Feb 21, 2013
2,287
160
104
1) Default Grid (Shortcut G) is now BigTile size mesh, the original SmTile size grid is on shortcut Ctrl-G.

BigTile grid is more practical for setting down back tiles and also for aligning objects.

Even better for aligning is the third grid style, SuperGrid that is 2x2 BigTile or 4x4 SmTile size grid, on Alt-G shortcut. It is much easier to follow with eye the line along the grid vertex points to align lamp posts, pillars and such like.

Here you can see grids being switched on in succession, to superpose on those previously displayed.
First 2x2 big Tiles grid in cyan color, second adds big Tile grid in purple and the third adds to it the original SmTile grid.
Clipboard-20220123 Grid Examples.jpg

Clipboard-20220122.jpeg SuperGrid is still useful if zoomed out when standard grid would be too dense to be of any use.

BTW FPS drop much more when SuperGrid is switched on compared to the two other grid sizes because it has different (line vs cube) draw method (if I recall it right, it is four fold FPS drop over the other grids).
Originally grids had set FPS limit 25 at which point it was meant to stop displaying but instead it just starts to cycle off/on. I lowered it to 8 FPS which allows for useful zooming out without the grid starting to flicker while the map is still decently scrollable. The more you zoom out, the more tile cells come into view and the grids put proportionally more load on resources. That was the idea behind placing a FPS limit on it.

2) Arrow keys movement is changed from 5 to 4 SmTiles jump per click which insures that large grids keep even xy coordinates in the upper left corner (useful for placing or deleting back Tiles). To this end, I also dared to change WASD key movement from 1 SmTile per click to 2. I find that very practical scrolling speed and don't see any negatives it might bring about.

Now you only 'lose' the even coordinates in top left corner of big tile grid if you use Enter to jump to bottom right of the map when it has odd tile size or if you scroll the map using mouse wheel.

Mouse wheel scrolls map when cursor hovers over scroll bars, in that case each wheel 'turn-click' moves the map by one SmTile. I found one other way to scroll map with mouse wheel, if you hover over the Editor Layer drop down menu (without it being rolled down), the wheel scrolls the map up/down by two SmTiles, that is by big Tile jumps.
It made me wonder if the map could be mouse wheel scrolled even when cursor hovers over the map itself... maybe someone might know why it scrolls when over that editor layer menu and exploit that to make it work when the cursor is over the map also? It would be just vertical scrolling unless your wheel has side scrolling too, it feels quite intuitive to use mouse wheel to scroll map.

3) Grasping All Three Layers is available (Ctrl-6).

Selecting the grasping and placing the object back on map requires some knowledge how back tiles work (as Far outlined above). Basically to get predictable and successful result, you need to start grasping on both even coordinates and end on both odd ones. The new big tile grid size along with map scrolling by 'even jumps' makes that easy. And as I said above, successful placing back on map is not done with mouse on even coordinates but one tile to the right of that (x odd #, y even #).

4) Back and Front Limits can be not only deleted but also placed on map in bulk. Select the desired area using grasping selection (either kind, Front or F&M) and use Context menu command to either delete or place these Limits in bulk. UnDo command works with this (unlike for bulk deleting layer tags).

5) Middle layer animation is now available, only Mir3 maps had it so far and now we have it too. :geek:

6) The same bulk placing also works for Lights and Animation (F&M).
Especially handy for fishing tags where you can lay down and change at will fishing tag values in bulk or remove them by setting light to zero. UnDo works here also.
Bulk animation editing was motivated by Mir3 maps where one dungeon has animated skulls and sand traps with 16 or even 20 animations tags each, all working in tandem. For some reason, the animation is too hyper at zero tick, changing tick setting to 1 looks much better. But imagine trying to change tick speed twenty times on such animated graphic. Now that the whole object with twenty animated tiles can be edited by opening the animation panel just once, it is an easy job.

1642929951451.png

Possibly some interesting effects might be achieved with this bulk animation like setting up some larger animated flame arrays or other crazy stuff.

The original way of putting light and animation on a single tile is preserved.
When placing these by area selection method, you should be aware that the editor keeps last selection area in memory, so if you selected something previously, like grasping an object to move it, and later decide to place light or animation using 'selection area' context menu choice without making new selection just prior to that, it will place the light/animation tags in that selection area you made last (which now may not be in view and you won't even notice what you did...).
But if you place animation in the old way, it will always put down just that one, on a single tile that you right clicked to bring up the context menu, provided you chose in that menu the 'Set Current Coordinates Front (or Middle) Animation Attributes', not the menu choice with 'Selection Area' in its name. Fortunately, these actions can be UnDone if need be. This is why I left the original way of setting light/animation in place.


Middle animation has some odd things about it, possibly blend is not used on mir3 maps or the middle animation code has some glitch preventing its use? If you toggle front animation to middle and back to front, you lose the blend setting (easily reset but it tells that middle blend is possibly not used or broken) Also, blend 'b' is shown in tags for frames 8 and up only and it shows even if not having been checkmarked in setup panel.


7) Front and Middle Layers inversion (swapping) on the fly, both directions. Also works for Front and Middle animation. An object built on front layer can be converted to middle layer object (or vice versa) in a blink, just by selecting it using grasping rectangle and choosing a command from the Context menu.

(note for eager testers - animation tags need to be placed on either Front or Middle tag for them to be converted. If placed on back tiles where neither of those tags are present, they won't convert (its got nowt to animate either DOH :D).

The shortcut keys shown here to left of the orange line don't work, for now anyway. Those were made in winform properties and for some reason they just don't work. Their advantage is nice alignment on the menu that is not easy to achieve when they are added manually. After I figure out how to make these shortcuts in code, these will provide visual guidance even if they won't actually be used. But I suppose this context menu is so easily accessible that those shortcuts are not really needed.

Actually I have a notion why these shortcuts don't work. It is for the same reason I failed to make shortcuts in code - there is nothing to hook into for those processes, so to speak. :eek:
1642926260671.png

The rest are smaller tweaks:

Object tab now displays more of those bigger objects (expanded the view to right and bottom window edge). There is some large empty margin on the left into which those bigger objects could be moved to see even more of them but I can't find the setting.

Libraries images are now displayed in a tight grid, thanks to Far's help. Many more are now in view and it is easier to see what objects are in there this way.

Help tab now has scrolling page. For some reason, the first time it is opened, the text is all selected. But it looks nice in those black/blue colors and actually makes the entries more readable, like an 'outline' view.

F4 now again opens ShandaMir3 libraries and TileCutter was moved to 'Y'. That's because I've seen those libraries around, no idea if they are identical to WemadeMir3's (Wemade's are categorized in folders, Shanda's are in flat view).


1642909288521.png

Release #4 - Mir2-Map Editor v.1.3 [Master & Binary 2022_01_23]

M2P
 
Last edited:

Jev

Alecs touched me.
Staff member
Moderator
Jul 21, 2020
1,060
7
345
105
Worthing, West Sussex
Link keeps dying. Please find a way to upload permanently.

(Google Drive//Dropbox//Github etc)

If not I'm currently pushing the map viewer and the source code to my Google Drive