Author Topic: Enhancements to the MegaGlest Map Editor  (Read 2992 times)

MuwuM

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Enhancements to the MegaGlest Map Editor
« on: 21 June 2013, 17:14:20 »
I personally miss some features in the mapeditor version 1.6.0. That's why I decided to add these to the editor.  (I increased the version number as there will be much new stuff / I did some experimental work with a HTML based editor, but it had unsolvable performance issues, so I know what I want and how I should implement)

In this topic I will preview my work. In that topic is the feature request for implementation to megaglest.

First feature is a heightmap - view for the editor ...
Code: [Select]
[URL=http://imageshack.us/photo/my-images/163/ujyp.png/][IMG]http://img163.imageshack.us/img163/5640/ujyp.png[/img][/URL]
Second is the option to hide water ... it is especially useful for editing under-water-structures
Code: [Select]
[URL=http://imageshack.us/photo/my-images/585/jms.png/][IMG]http://img585.imageshack.us/img585/1883/jms.png[/img][/URL]*note, objects are not displayed in heightMap-view / cliffs are marked yellow
« Last Edit: 7 October 2016, 21:13:19 by filux »

Omega

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Re: Enhancements to the MegaGlest Map Editor
« Reply #1 on: 21 June 2013, 20:51:25 »
Would it be possible to implement the ability to create a map from a greyscale image (a literal heightmap)? For example, pure white cells are the maximum height and pure black cells are the minimum height. rgb(122,122,122) would be around the normal height, and so on.
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MuwuM

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Re: Enhancements to the MegaGlest Map Editor
« Reply #2 on: 21 June 2013, 22:21:45 »
.... I got it working in HTML and PHP .... so yes. This will come very likely. Also the export to a grayscale image representing the heightmap is intendet. Also I will try to add a view style displaying walkable and not walkable areas. And a view style using tileset textures.

Coldfusionstorm

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Re: Enhancements to the MegaGlest Map Editor
« Reply #3 on: 4 November 2013, 23:52:15 »
Yes!, I welcome any improvement for the editor.! Good job!
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