Jump to content

WorldEditor ReMIX


Gojosensai

Mensajes recomendados

This WE is a version compiled directly by me which includes infinite fixes and features.
It's certain that you won't longer use the worldeditor_en!

To make it simple, I wrote all the details about this feature and the common WE inside the relative config file: (called WorldEditorRemix.ini)

; Info:
; -) 100% translated
; -) granny2.11
; -) 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
; -) several 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
; 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 boring CTRL requirement (to move the camera) when editing daylight/attr
; fixed refresh texture imagebox onKey pressing the down/up keys (like when onClicking them)
; fixed TextureSet file creation if not existing
; fixed new wolfman motion event handling
; fixed crash when editing animation attack bones and 00010.gr2 was missing
; fixed locale/ymir/mob_proto load (it autodetects the most common structures) and <map>/regen.txt load/save
; fixed ./group.txt load
; fixed load/save/edit <map>/regen.txt (very nice for "m" regens, untested for "g")
; load from PACK is available if pack/property is present! Be sure pack/Index exists!
; fixed multi-object selection crash
; fixed crash when previewing a missing texture
; fixed not clearing of old environment (e.g. skybox) when switching maps
; fixed not creating property folders in root tree (object tab)
; fixed object attachment in Model Tab
; fixed newly particles names in Effect Tab
; fixed crash when saving a .mse script with no mesh model
; fixed crash when inserting a lower gradient
; -) 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
; -) every crash will generate a logs/WorldEditorRemix_{target}_{date}.dmp file useful for debugging
; -) implemented a "water path" mapsettings option (the launcher requires additional code)
; -) implemented a "wind strength" msenv option (the launcher requires additional code)
; -) the "encrypt data" feature does nothing (unimplemented)
; 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) 

Debes iniciar sesión para ver el contenido del enlace en esta publicación.
 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;
; 😎 you can read files from pack/Index 'n stuff but be aware that Property will not be considered! 
Debes iniciar sesión para ver el contenido del enlace en esta publicación.
 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!
; 16) load from PACK doesn't load texturesets from files for first (if they are already in pack/), and the object placer's object list will remain empty because it takes the list from property/ (and not from pack/property)
; 17) to save the regen.txt you press CTRL+S
; 18) if you enable the wireframe (f4) when on Attr Tab, you see the terrain all white
; 19) the water brush disappears when the camera renders the waterwheel small/big effect
; 20) the monster area info goes under ground if you're outside the relative sectree
; 21) the full skybox may be displayed only after the top picture has been added (if the other textures have already been inserted)
; 22) the slider in the Attr Tab is something like "16 photoshop layers" in which you can split your attrs; not so helpful and quite confusing sometimes
; 23) the fixed model - object attachment attaches static objects (hairs'skeleton will not mirror the playing animation)
; 24) in environment tab, if you insert lower gradients, you may end up with an out of range crash 
Debes iniciar sesión para ver el contenido del enlace en esta publicación.
 since v30
; 25) brushes working out-of-screen/map-range may affect random terrain places
; 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"
; F) need to fix note #19 #25 -> TODO

[shortcuts]
; ### SHORTCUTS
; # 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

[config]
; ### CONFIG OPTIONS
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

; remove the weird attr flags from the generated server_attr
SERVERATTR_REMOVE_WEIRD_FLAGS = 1

; show diffuse lighting to object
VIEW_OBJECT_LIGHTING = 1

; path of mob_proto used for regen
MOB_PROTO_PATH = "locale/ymir/mob_proto"

; select monster area info checkbox at startup
VIEW_MONSTER_AREA_INFO = 0

; brush cursor / object selection color RGB float between 0.0 to 1.0 (default: green -> 0 1 0)
RENDER_CURSOR_COLOR_R = 0.0
RENDER_CURSOR_COLOR_G = 1.0
RENDER_CURSOR_COLOR_B = 0.0

 

picture.png
picture (1).png
 
Download: 
Debes iniciar sesión para ver el contenido del enlace en esta publicación.


VirtualTotal: 
Debes iniciar sesión para ver el contenido del enlace en esta publicación.
 
 
Enlace para comentar
Compartir en otros sitios

Unirse a la conversación

Puedes publicar ahora y registrarte más tarde. Si tienes una cuenta, regístrate para publicar con su cuenta.

Guest
Responder a este tema...

×   Has pegado contenido con formato .   Eliminar formato

  Only 75 emoji are allowed.

×   Tu enlace se ha incorporado automáticamente.   Mostrar un enlace en su lugar

×   Se ha restaurado el contenido anterior. .   Borrar editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recientemente navegando por este tema   0 miembros

    • No hay usuarios registrados visitando esta página.
×
×
  • Crear nuevo...