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Tool WorldEditor ReMIX

Intro:
Questa versione del WorldEditor (WE) è stata creata direttamente da me ed include infiniti fix e feature.
All'interno troverete un file di config chiamato WorldEditor.txt contenente tutto ciò: (è in inglese)
Codice:
// I recently built a new worldeditor version with new features, so: Be a guinea pig of mine and test it all!
// Info: (v24)
// -) 100% translated
// -) granny2.9
// -) F6 as Insert alternative
// -) many default features not present inside the worldeditor_en (probably, that binary was taken out from an SVN long time ago and resource hacked) such as Ins for all regions and skyboxes
// -) WASD UPLEFTDOWNRIGHT to move around (+asynchronous diagonally movements)
// -) UP-LEFT-DOWN-RIGHT to move around*10 (+asynchronous diagonally movements)
// -) config file for few things
//     Output options by default
//     few others such as default WASD movement
//     whether or not Insert should let you go where you were before the press
//     no MAI dump when saving atlas
//     whether or not DevIL should compress and remove alpha from minimap.dds
//     whether or not loading .mdatr building heights
//     default textureset when creating maps
//     overlapped tabs
//     other stuff
// -) few bugfixes
//     default title app name
//     attempting to write to an empty textureset name when creating new maps
//     ViewRadius doubled every load&save
//     shadowmap.dds creation
//     assert when saving atlas
//     crash when adjusting height
//     many buffer under/overflows
//     *.mdc collision data saving (for game_test)
//     not checking output options when loading maps
//     water brush waterid bug (the id was increased until 256 each time the function was called; now it's based on the water height just like it should be)
//     init texture map reload map crash and last 2px always blank
//     if pack/property exists, it'll be read! (note: if found, the local property/ directory will not be considered!)
//     square shape even for up/down height brushes
//     add textureset texture button (+multiselection)
//     remove textureset texture feature (just selecting a texture from the list and pressing DELETE)
//     creation of empty textureset with index -1 (changed to 0)
//     change baseposition button
//     misspelled stuff
//     skybox bottom image (nb: you also need a fixed launcher for this)
//     removed the boring CTRL requirement (to move the camera) when editing daylight/attr
//     fixed refresh texture imagebox when onKey-pressing the down/up keys (like when onClicking them)
//     fixed TextureSet file creation if not existing
//     fixed new wolfman motion event handling
// -) created new TextureSet field when creating new maps
// -) created new Change/Delete Texture buttons when double-clicking a texture
// -) created Background Music playback and Shadow Recalculate buttons
// -) created water height "set 0z", "+1z", "-1z" buttons
// -) server_attr generator
// Note:
// 0) there are no regressions in this version! a bug here means it'd also be present in older WE versions too!
// 1) the shadow output option is tricky: when UpdateUI is called, shadows are hidden although the check is pressed (i implemented the shadow recalculate function for that) #fixed since v11
// 2) the bgm player requires /miles and the fadein/out doesn't work until you load the map
// 3) the adjusting height button works only if mdatr height is detected
// 4) the Debug version is laggy when working on maps such as n_flame_dungeon and n_ice_dungeon (by default, because SphereRadius are intensively checked in SphereLib\spherepack.h)
// 5) if you load a map, the script panels (where you load .msa et similia) will have the camera perspective a little fucked up (0z instead of -32767z or 0x 0y -163,94z)
// 6) few tree objects are not movable and/or highlightable after placed on the ground and their selection is invisible (you can still delete 'em)
//     trick: draw a square selecting a normal building and 'em, then move the building and you'll see all of 'em will be moved!
// 7) the server_attr generator will clean all the unused flags! attr[idx]&=~0xFFFFFFF8;
// 8) you can read files from pack/Index 'n stuff but be aware that Property will not be considered! #fixed since v15
// 9) the MonsterAreaInfo features are laggy and buggy as fuck
// 10) even though you can select many textures at once (using ctrl+click on textureset list; for brushing or initializing a base texture), you can't delete more than one at the same time
// 11) the .mdatr height is tricky; if you move a building, the height will not be refreshed until you put a new building or whatever you want to trigger the update event
// 12) by default, the worldeditor tries to render only the first 8 terrain textures of a 32x32px region (nb: a 1x1 map is a 256x256 px region)
// 13) the minimap rendering cannot catch the buildings/trees inside the first 2x2 regions due a ymir cache fault and you need to set the camera to "see" them
// 14) when the textureset, environment, etc load fails, the old filename still remains loaded
// 15) the attr flag "3" (three) has no implementation, so don't use it!
// TODO:
// A) look at more than 8 textures for region -> DONE
// B) create a shortcut to fix the #5 note -> DONE
// C) disable the radius <= GetRadius()+0.0001f check to fix the #4 note -> REJECTED
//     the worldeditor_en calls this assert and, if ignored, the lag ceases to exist (this will not occur in source version)
//     at least, if the release version is not a problem for you, use that in those few cases when .mse are abused and try to kill the debug one
// D) translation in more languages other than english -> REJECTED
//     english should be enough!
// E) alternative path for d: -> REJECTED
//     you can mount d as a subpath of c like this:
//     subst d: "c:\mt2stuff"

// ### WE CONFIG FILE
VIEW_CHAR_OUTPUT_BY_DEFAULT   = 1
VIEW_SHADOW_OUTPUT_BY_DEFAULT = 1
VIEW_WATER_OUTPUT_BY_DEFAULT  = 1

// WINDOW_HEIGHT_SIZE = 1080
// WINDOW_WIDTH_SIZE  = 1920
WINDOW_FOV_SIZE    = 45

// #100 = 1px (minimal px movement when pressing WASD)
WASD_MINIMAL_MOVE  = 100

// came back from where you were before pressing Insert/F6
NO_GOTO_AFTER_INSERT = 1

// disable MAI dumps when saving atlas and/or pressing Insert/F6
NOMAI_ATLAS_DUMP = 1

// disable minimap.dds alpha saving and enable compression
NOMINIMAP_RAWALPHA = 1

// enable .mdatr height collision loading when moving on buildings or adjusting terrain
DETECT_MDATR_HEIGHT = 1

// disable fog when loading maps
NOFOG_ONMAPLOAD = 1

// refresh all checkbox configurations when loading maps 'n stuff
REFRESHALL_ONUPDATEUI = 0

// set a default mapname prefix when creating new maps ("" to disable)
NEW_MAP_MAPNAME_PREFIX = "metin2_map_"

// display a default textureset when creating new maps ("" to disable)
// note: it loads the filepath if exists, otherwise it will create an empty textureset file
NEWMAP_TEXTURESETLOADPATH = "textureset\metin2_a1.txt"

// create a default textureset as "textureset/{mapname}.txt"
// note: this option is not considered if NEWMAP_TEXTURESETLOADPATH is not empty. [before v24]
// note: this option is not considered if the TextureSet path input is not empty when creating a new map [since v24]
NEWMAP_TEXTURESETSAVEASMAPNAME = 1

// ## SHORT-CUTs
// # ESC(ape)        Clean cursor
// # Canc(el|Delete)    Delete stuff such as selected buildings
// # Ctrl+S        Save map
// # Ins(ert) or F6    Save shadowmap|minimap.dds
// # F3            BoundGrid Show/Hide
// # F4            Render UI Show/Hide
// # F11        WireFrame Show/Hide
// # R            Reload Texture
// # Z and X        Decrease/Increase Texture Splat by 0.1
// # CapsLock        Show GaussianCubic effect if shadows are displayed
// # L-Shift+1-6    Show TextureCountThreshold flags (&2-7) as colors on the ground
// # L-Shift+8        Set Max Showable texture to 8 (de-fix note 12)
// # L-Shift+0        Set Max Showable texture to 255 (fix note 12)
// # H            Refresh MDATR Heights (useful when you move an object) (fix note 11)
// # Y            Set Perspective as default (fix note 5)
// # T            Set the Camera to catch all the object on the screen (w/a note 13) then you'll be ready to press Insert/F6

// # DO NOT HAVE AN OBJECT SELECTED WHEN USING THOSE SHORTCUTS (MW1-7)
// # MouseWheel+1    move cursor x rotation
// # MouseWheel+2    move cursor y rotation
// # MouseWheel+3    move cursor z rotation
// # MouseWheel+4    move cursor height base (1x)
// # MouseWheel+5    move cursor height base (0.5x)
// # MouseWheel+6    move cursor height base (0.05x)
// # MouseWheel+7    move cursor ambience scale (1x)

// # MouseWheel+Q    move selected object height base (1x)
// # MouseWheel+9    move selected object x position (1x) (+asyncronous)
// # MouseWheel+0    move selected object y position (1x) (+asyncronous)
// # MW+RSHIFT+9|0    as above but *10x (+asyncronous)
// # MW+RCONTROL+9|0    as above but *100x (+asyncronous)

// # MouseLeft        Insert Objects
// # MouseRight        Move camera (it could require CTRL too)

// # SPACE        Start move/selected animation in Object/Effect/Fly CB
// # ESC        Stop animation in Effect/Fly CB
NB: Lo spazio è richiesto tra "=":
//*space*stuff
KEY
*space*=*space*VALUE


Download: (dovrebbe esser lecito su inforge)


How To Map:
Questa release non spiegherà come creare mappe.
Ci sono abbastanza thread come questo CryPrime`s tutorials per capire come si fa.


About the ServerAttr Generator: (dal v14)
All'interno del WE troverete anche un serverattr generator (source code di tale funzione: CLICK)

Si può usare il game_test (dai source) per fare alcune cose:
  1. Creare un server_attr da un file .mcd (è inutile)
    a <collision data filename> <map directory>
  2. Ricreare un server_attr chiamato server_attr.new ricomprimendolo (lzo) e ripulendolo dei flag inutili CLICK
    c <filename>
  3. Altra roba tipo b per creare una istanza di CHARACTER o q per uscire


About the SkyBox Bottom pic fix: (dal v21)
Sia il launcher metin2launch.exe che il worldeditor.exe di default hanno l'immagine del bottom dello skybox buggato. (la ymir lo ha roteato alla pazzo)
Basta aprire .\Srcs\Client\EterLib\SkyBox.cpp e sostituire
Codice:
        ////// Face 5: BOTTOM
        v3QuadPoints[0] = D3DXVECTOR3(1.0f, -1.0f, -1.0f);
        v3QuadPoints[1] = D3DXVECTOR3(1.0f, 1.0f, -1.0f);
        v3QuadPoints[2] = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);
        v3QuadPoints[3] = D3DXVECTOR3(-1.0f, 1.0f, -1.0f);
con
Codice:
        ////// Face 5: BOTTOM
        v3QuadPoints[0] = D3DXVECTOR3(1.0f, 1.0f, -1.0f);
        v3QuadPoints[1] = D3DXVECTOR3(1.0f, -1.0f, -1.0f);
        v3QuadPoints[2] = D3DXVECTOR3(-1.0f, 1.0f, -1.0f);
        v3QuadPoints[3] = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);
poi ricompilare. (potete comunque mappare senza fare questa modifica)


Credits:
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Reactions: Vittorino e Mokushi
Autore
LoLLo©Heartlongju
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