Home
Outpost 1
Outpost 2
Chat
Forum
Wiki
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
News:
Home
Help
Search
Login
Register
Outpost Universe Forums
»
Projects & Development
»
Outpost 2 Programming & Development
»
Outpost 2 Map Editor
Print
Pages: [
1
]
Go Down
Author
Topic: Outpost 2 Map Editor (Read 4618 times)
Kramy
Full Member
Posts: 173
Outpost 2 Map Editor
«
on:
June 02, 2004, 02:13:37 AM »
Hi, I've noticed that for many people Op2Hacker's editor doesn't display tiles right. I decided to try making my own editor. You can download the Beta Viewer here: (1.34 mb)
http://www.kramy.net/stuff/Outpost2%20Editor.zip
Note that all it can do is view maps(no tile editting yet), and the save feature does nothing.
But it loads maps(on my computer) without all the graphical junk! (thumbsup)
Please test it out and tell me if you encounter any maps it can't load. Use arrow keys to scroll 8 pixels at a time in any direction.
I consulted Hooman on features, and he thinks I should add mult-tile selection(once I add tile-selection), to make dropping crators, etc. easier. If you have suggestions, feel free to leave them aswell.
«
Last Edit: June 03, 2004, 11:04:00 PM by Kramy
»
Logged
-Kramy
001011000100101001110001011000000110110001111000
Leviathan
Hero Member
Posts: 4055
Outpost 2 Map Editor
«
Reply #1 on:
June 02, 2004, 05:27:06 PM »
great.
suggestion:
b able 2 draw land types, wen land is drawn it blends with the land next 2 it.
Logged
Kramy
Full Member
Posts: 173
Outpost 2 Map Editor
«
Reply #2 on:
June 02, 2004, 06:11:35 PM »
Yes, I thought that would be a good idea too. Unfortunately, Op2's tiles aren't arranged in any particular order, so I'd have to map each one as to which type it is <_< (left dirt-rock, right dirt-rock, top-right dirt-rock, etc.).
Logged
-Kramy
001011000100101001110001011000000110110001111000
BlackBox
Administrator
Hero Member
Posts: 3093
Outpost 2 Map Editor
«
Reply #3 on:
June 03, 2004, 03:50:08 PM »
The first letter of the 4 letter hexcode is the terrain type (you'll notice that the sand colored stuff has a diff letter than the black stuff, etc)
We could perhaps work on this together.... I could write a mission editor once Hooman and Cynex figure out the rest of the functions (I could help but I have way too little time to do stuff like that nowadays) because I know the structure of the DLL files, etc. I've written scripting languages before, also.
Kramy, if you want the source to my map editor (like it may be useful for seeing how I did the hex translation code, and loading and saving of maps) PM me.
If you want any help with the formats or the program whatsoever PM me.
Logged
Kramy
Full Member
Posts: 173
Outpost 2 Map Editor
«
Reply #4 on:
June 03, 2004, 11:03:50 PM »
Hmm...Thanks for the offer Hacker.
I think I already figured saving out, but it would be neat to work with the 3 of you, so sure.
I'm best at coding, so if you want I can code an editor or scripting language for you, but if you want me to work on hacking, I'll be lost unless you give me a good start-point(like you did for the map format).
Oh, and I'm absolutely useless when it comes to graphics.
See other thread:
http://forum.outpostuniverse.net/index.php?showtopic=910
Logged
-Kramy
001011000100101001110001011000000110110001111000
Print
Pages: [
1
]
Go Up
Outpost Universe Forums
»
Projects & Development
»
Outpost 2 Programming & Development
»
Outpost 2 Map Editor