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"KaM Editor" WIP thread

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Merchator

Sword Fighter

Posts: 336

Joined: 27 Dec 2006, 23:00

Location: Germany

Post 24 Jan 2007, 14:09

Yea, really really good!
-There is a save bug (u dont save as *.map...u save as *)
-If i loaded old maps there is random terrain. Dosnt look good.

I hope that helps u with working. Remember what RH and nick already said: Keep on working.

It must be very difficult to code this, so im not sure if i could help u.
If i see this i think im a delphi-noob :D

HF!
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Krom

User avatar

Knights Province Developer

Posts: 3281

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 24 Jan 2007, 16:10

-There is a save bug (u dont save as *.map...u save as *)
Fixed
-If i loaded old maps there is random terrain. Dosnt look good.
Hmm.. May I have a look ? I tried TSK and TPR maps and all worked correct :?
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Litude

User avatar

King Karolus

Posts: 1233

Joined: 01 May 2006, 22:00

Website: http://www.knightsandmerchants.net

Location: Finland

Post 24 Jan 2007, 16:28

There are also some other problems to solve. The iron mountain for example has at least three different textures available, but the current editor can only place one of the textures. One way to solve this would be to randomize the tile which it places or alternatively you should be allowed to disable smart tiling and edit the map tile by tile (should anyways be allowed IMO as I'm sure it can be needed at certain points).

Forgot to comment on the evaluation tool. You cannot believe how stunned I was when I saw how the elevation tool worked. It is so much better than the one made by Qage. I never thought it would work that well! I gotta say I'm very amazed by the progress made in the past month (editor & dat decoding).
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Krom

User avatar

Knights Province Developer

Posts: 3281

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 24 Jan 2007, 18:54

I know this issue, indeed it will be good to add randomizing brush :)
Aswell custom tiling will take it's place in toolkit :)

I'm into more features right now. Advancing objects display (which is almost done now) 8)

Then it will be mission editing turn or serf walking on the map. I think it will be fun to try to make few steps versus OpenKAM project :P
I didn't decided yet.

I've coded many tools already, but still I didn't realized better strategy - making every small features one by one or rapidly implement everything in "rough shape" and then polishing it.
On recent exams teachers told me that I'm very concerned with even smallest details when doing something and I miss big picture sometimes. That wasn't said about programming, but I think I have same weakness in here aswell.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Litude

User avatar

King Karolus

Posts: 1233

Joined: 01 May 2006, 22:00

Website: http://www.knightsandmerchants.net

Location: Finland

Post 24 Jan 2007, 20:38

I think it's better to implent features one by one as otherwise the features will be quite buggy. The user might think that the tool is completely broken and might not even be interested in trying out newer versions due to the bad experiences with the older version.
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Merchator

Sword Fighter

Posts: 336

Joined: 27 Dec 2006, 23:00

Location: Germany

Post 25 Jan 2007, 16:26

-If i loaded old maps there is random terrain. Dosnt look good.
Hmm.. May I have a look ? I tried TSK and TPR maps and all worked correct :?
No!
I mean:
Ive created a map, saved it and load it again. Now in the top of the map, i think 5 Y and [mapbright] big there is random terrain.
NOt really random, but the terrain is different :D

Erm...works the editor correctly? I tried to play with a map, but the game always crashed. Is this bug at your PC, too? I want to know it! :wink:

@ krom: If i really could help u i can help u if u have questions about some missions or mission.dat files! I really try to support u, but im not a very good coder.
So if u have questions about mission.dat files, ask me @ICQ or PN! :D
Thanks^^
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Nick

Crossbowman

Posts: 240

Joined: 09 Jan 2007, 23:00

Post 25 Jan 2007, 16:43

a question, when the editor is done, could it also be done that u can place buildings or roads? for exemple that when u place a building or a road, a new .txt file is stored with the building and roads in it (like: !SET_HOUSE X X X) etc...

If this could be done, it would be great.

Nick
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Krom

User avatar

Knights Province Developer

Posts: 3281

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 25 Jan 2007, 17:08

@Merchator: Oops, my bad. I forgot to comment out this line.
What map did you edited and it crashed your PC ? TPR or TSK ?

Maybe you can prepare some sketches for DAT files loader or mission setup menu etc.. I'm not sure how to make it yet. Thing I know is that this editor should be able to handle mission from first tile till last string of DAT file.

@Nick: Yes, actualy this is KaM Editor, not Terrain Editor :wink: so I think to make DAT editing aswell.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Litude

User avatar

King Karolus

Posts: 1233

Joined: 01 May 2006, 22:00

Website: http://www.knightsandmerchants.net

Location: Finland

Post 25 Jan 2007, 19:56

Krom, have you ever played Age of Empires II? I think an editor similar to the one used in that game would work well in this game. Incase you haven't, I could provide some pictures.
Some edits would be required as they differ quite a lot, but I think it could provide a nice base.
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Merchator

Sword Fighter

Posts: 336

Joined: 27 Dec 2006, 23:00

Location: Germany

Post 25 Jan 2007, 20:11

@ krom: Noo, not a TSK or TPR map, my own map! Could it be that they dosnt work yet?
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Krom

User avatar

Knights Province Developer

Posts: 3281

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 25 Jan 2007, 21:27

@Merchator:
Ok, I run a test on my KaM.
I use KaM Editor.exe from recent alpha3 and make a new map 176x176 (not smaller than one I'm going to replace - Tutorial from TPR).
I paint few tiles here and there carefully not to tile storehouse and other important buildings with unbuildable terrain (such as water, mountains, etc..).
Saving map and replacing save00.map.
Upper rows of tiles replaced by test pattern (treat this as a minor bug).
Launching the game
........
everything works fine :)

Now you describe your course of actions!

@Real Hotdog: Can you show me few pictures with some explanations and descriptions of what do you keep in mind please ?
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Merchator

Sword Fighter

Posts: 336

Joined: 27 Dec 2006, 23:00

Location: Germany

Post 26 Jan 2007, 12:52

Oh, im sorry.
This problem wasnt YOUR Map-Editor, its my .dat file.
ITs corrupted :D

So everythink is okay!^^
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Hitandrun

Lance Carrier

Posts: 68

Joined: 25 Nov 2006, 23:00

Location: England, st helens

Post 27 Jan 2007, 14:46

Just need the clearing up a few things about all the various editors

1) krom's terrain editor (i take it thats near finished)
2) Rotcharem and some others have worked out the attacking scripts so can this be put into an editor or wil it be limited to re-writing existing missions?
3)Similary the building placement in an editor, where are they up to?
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Hitandrun

Lance Carrier

Posts: 68

Joined: 25 Nov 2006, 23:00

Location: England, st helens

Post 27 Jan 2007, 14:50

As im in a question mode, i take it D maps are the un-storied maps with the crappy AI has anyone made any maps to go here????
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Nick

Crossbowman

Posts: 240

Joined: 09 Jan 2007, 23:00

Post 27 Jan 2007, 15:15

i made one remake of lvl 10 of the dmaps

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