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[Poll?]What would you like to see in a new map editor?


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No set release date because there's just so much to do of varying difficulties, however to answer the last question custom models will be 100% supported out of the box to load custom models you can either drop them in the model / txd / col folder in the map editor then define their properties in the JSD file. Or make a new resource with the COLs / TXDs / DFFs define them in a JSD file and use my supplied loader.

(Lua based properties for custom elements will be supported instead of the JSDs if you define them properly in a table then send the table to the map editor using the supplied definition export)

Edited by CodyJ(L)
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  • 2 months later...

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EDF settings (And map settings altogether)

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EDF elements (Spawn, Way Point , Pickup, Team-spawn, Flag, Weapon, Brief Case, Target, Mercenary spawn, Spy spawn.
(Old EDF picture system is no longer compatible and instead I opted to just redo the icons in HD and custom ones can be done through the EDF 2 / plugin system)

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Object labels

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Vehicle customiation

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Element customization (Alpha and crap)

 

(Customization is still heavily WIP so expect a lot more settings for vehicles and crap at launch.)

 

It's been a while, but here are some pictures from recent progress.

Edited by CodyJ(L)
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  • 3 weeks later...

The editor was designed to be as user friendly as I could possibly make it. What makes it 'hard' is how different it is from the old editor; I can almost guarantee as soon as you get used to the new layout / controls your mapping will be better and more efficient then ever before.

I'll be doing a full tutorial on my forums (And a video based one) as soon as Beta is out which'll make it a lot more clear how to use the editor which should help a lot on the user-friendliness side. (Beta will be out on the 20th most likely; I'll be pushing a major update next Sunday that'll add some important stuff such as functional EDF placements, peds, weapons, pickups, world object removal (And as a plus you'll be able to select world objects and 'Move' them. (Pretty much it'll remove the old world object and create one through the item creation system in the same exact spot and rotation with the right LOD settings), and if I get to it; undo and redo.

Edited by CodyJ(L)
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@CodyJ(L) I tested the editor out yesterday and I know it's just alpha but I had a hard time understanding the UI and the controls.

First thing I noticed when I opened up the editor was the UI. The UI is really small on 1080p and the menu's are also way too small.

Second, it took me a while to figure out how to toggle the mouse and camera mode, almost up to the point where it irritated me. I expected it to be in camera mode right off the bat. Neither mouse or camera mode were toggled.

When I was finally in camera mode, I could barely move my camera around because it's set to really slow by default. Also the camera overall behaved a bit strange imo.

Finally, I decided I would place some objects, so I looked for the object list. Again, the UI is small and the lists are really tiny so it's hard to navigate in.

I tried selecting and double clicking the items in the list but nothing would happen.

At this point I had no idea what to do.I tried for a few more minutes but I just couldn't figure out how to place objects.

When the beta gets released I will give it another try. Hopefully things will be better then.

Good luck!

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The reason neither camera / cursor is toggled by default is because I'm trying to move the editor away from being a central application that can have nothing else running and more twords something that you can boot up at any time and edit your map(s), however; the control list should be toggled by default (If it's not I'll fix that in next update)

As for UI scaling I did testing on small screens, medium screens and large screens and it was all just fine there; can you post your screen width / height and a screen shot of what it looks like? As for camera speed, do you mean cursor movement or actual movement? (So I know which setting to increase by default)

As for placing objects, you need to run JStreamer (Linked on my github) for now because I was using it as an object management system (And for custom objects) however I'll be moving away from that and making it optional / only necessary for custom element mapping.

Lastly regarding the 'Confusing' menus / controls it honestly sort of confuses me how people have problems with them, I tried my best to make them user friendly and even tried to base the general layout and such off editors from other popular games. Controls should be straight forward because there's a control list to the left; and all of the menu items are represented by icons and text (Some do not have text atm however next update will add a 'information' box for highlighted UI elements) I know it's a lot different then the old editor but it'll allow much more organization as more features are added in the future. I'll be doing a full video tutorial that'll hopefully clear certain things up soon.

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Currently rewriting the core of the editor (Pretty much 90% of the editor including the UI system) because of a lot of redundant systems slowing development down. When I started working on the editor I was not really thinking of how far I would expand the editor however it's being expanded into something bigger then what I could have even imagined originally so now with a proper plan in place I'm rewriting the core and UI functions which will making updating quicker, improve the UI and make performance better. That means a new scaling system so it'll fix the problem @Tails is having with the UI, and I'll also be adding a settings menu so you can manually rescale the UI, adjust the speed multiplier for the camera, and cursor acceleration.

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