Thread: Map Editor

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  1. #41  
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    Quote Originally Posted by Stugger View Post
    Yeah for my map editor, it's 100% client sided so I don't need a CS2 script which is all that is required to use it on a server. But yeah man the client is a big ol' heap of bullshit- a lot of methods, parameters and variables are unused or have the sole-purpose of just throwing you off. My method of attack is simply just changing values and seeing what happens lol. It's taken me a lot of time to get to where I am now in the client but I figured this one out while just reverse-engineering client scripts so it wasn't something I was aiming to do, thus I don't really recall exactly how I got there or how I did it other than mentioned in the previous post. I can do some digging into it though if it's something you're really interested in having? I can help you out on discord or whatever, just send me a pm. (however if you're not running a 667 I don't know how much help I can be).

    ---

    While I'm here might as well put up an update. I finally figured out how to get a mouse hover tile overlay that sticks to vertices heights, which is super helpful for obvious reasons..
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    Okay cool, just pmed you! I'm actually running a 718 revision but I bet the code is mostly the same. Yeah that would be awesome if you could help! I'm super interested to see how that client side makes things work like that.
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  2. #42  
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    Can't wait to try this editor
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  3. #43  
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    Rather than the endless gifs I posted a video of me making (90% of) a basic resource dungeon.
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  4. #44  
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    Quote Originally Posted by Stugger View Post
    Rather than the endless gifs I posted a video of me making (90% of) a basic resource dungeon.
    All it really needs is automatic placement of corners/edges/walls when using the brush, you should be able to calculate a best fit based on the surrounding ones, other than that usability looks good!
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  5. #45  
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    Quote Originally Posted by Stugger View Post
    Rather than the endless gifs I posted a video of me making (90% of) a basic resource dungeon.
    this looks really smooth, not laggy so far i have seen does have like all options you could wish for, looks better then the one rs used in one of their vids lol.. and like greg said with the brush placing the walls but maybe you could make it like you paint a line ( a circle for example and whatever walls you use it will automaticly set the walls correct on a button click.

    good job man
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    Proud to be dutch.

    Do you want to start modelling? Check lumplums thread here!
    https://www.rune-server.ee/runescape...del-guide.html
    Don't forget to look at the videos they will help you using primitives.
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  6. #46  
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    Quote Originally Posted by Stugger View Post
    Started as this basic UI object spawn editor, then it kinda morphed into this.

    EDIT:
    Made a video of me making a basic resource dungeon. Finished about 90% of it before uploading.


    Spoiler for First version post after object spawn editor:

    From Version 1
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    Final result
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    looks very cool man, i hope you consider to give support higher revision like 718-rs3
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  7. #47  

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    God damn, I'm just thinking of all the possibilities .
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  8. #48  
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    this is really crazy i love it, so many cool things are possible with this
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  9. #49  
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    Damn here we 667 shine again can't wait to get this editor good job dude
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  10. #50  
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    Quote Originally Posted by Greg View Post
    All it really needs is automatic placement of corners/edges/walls when using the brush, you should be able to calculate a best fit based on the surrounding ones, other than that usability looks good!
    Quote Originally Posted by Ziva View Post
    this looks really smooth, not laggy so far i have seen does have like all options you could wish for, looks better then the one rs used in one of their vids lol.. and like greg said with the brush placing the walls but maybe you could make it like you paint a line ( a circle for example and whatever walls you use it will automaticly set the walls correct on a button click.

    good job man
    Ah I see you guys noticed the struggle of piecing in corners and shapes hahah. That's actually on my todo list! (posted below)
    Code:
    GENERAL TODO:
    
    * Re-write the entire thing should be on here, but I think it's too late for that now haha.
    * Reflect undermap changes on refresh (Finished this right after uploading the video, so water no longer goes black and flat anymore)
    	- Now on the todo: toggle this feature or include a light-weight condition that determines whether undermap has been altered or not, as its unnecessary proccessing when we're not messing with undermap (which is often)
    * Stop random map refresh when approaching region border, doesn't always happen but really annoying when it does because it loads up the neighboring regions which screws visuals and requires a client restart (Search for references to player location?)
    * UNDO!! nothing crazy, just some way to undo the most recent action.
    * When shifting object types, stop counting through all 22 of them, only shift between types supported by the object selected
    * Remove "Object locator" panel.. Instead, add an option in the overlay settings to highlight objects with a specified id and/or type (similar to tile flag highlighting)
    * in place of "Object locator" panel. Add an "Object kit" panel (Categorized files for any and all matching objects. For example rugs, which consist of ends/corners/middles typically with random ids apparently) will be editable and serialized/written to file, so it will grow over time.
    * Change region without opening/closing client (Copy/store our data maps from the region we're leaving so multiple regions can be edited in one session without opening several clients at once)
    * Auto-save mode with toggles (map, undermap, land) with an optional interval. Will periodically and automatically save work.
    * Underland support. Don't really care about it but it'd be nice to have if/when I end up needing it
    * Export to 718 format
    * AND of course, add/remove GFX as well as figure out how to generate and pack worldmap files...
    
    TOOL TODO:
    
    * Height tool: Based on brush size, similar to the paint tool but with these options:
    	- Noise: randomized height variations for each tile within selection (w/ intensity or max and min height options)
    	- Hill: sculpt selection to form a generic hill based on the heights of the bordering tiles (w/ intensity or max and min height options as well as a reverse option for ditches)
    	- Slope: form a slope based on the highest and lowest sides within selection (support bowled slopes where greater heights meet at a point)
    	- Smooth: Reduce fluxuation of heights within selection to mediate sharp drops/raises (Like the current smooth tool, but on a larger scale than 1x1) (w/ intensity option)
    	
    * Multi-select tool: Functionality for both map properties and object spawning. Every tile clicked will become selected, clicking a selected tile will de-select it. 
    	- Enabled via a toggle, when toggling off, all selected tiles will become unselected and normal selecting/editing can continue as it should
    	- While enabled, add an "Apply" right-click option to the first slot in the widget, this will apply the multi-select settings based on mode (properties vs objects)
    	- While enabled, all hover overlay sizes (3x3, 5x5, 9x9) can be used to select all the tiles within that hover grid
    
    	* PROPERTY VERSION:
    		- Essentially exactly the same as the paint tool, however rather than a generic 1x1-5x5 grid, the changes will be applied to all the selected tiles.
    		- Shape/Path Mode: While enabled, shapes will be auto set and rotated for a best fit based on surrounding tiles (May prove difficult... must specify if we're doing full-tile pathing, half-tile pathing or a mix between)
    		
    	* OBJECT SPAWN VERSION:
    		- While enabled, the "Object Editing" panel will function for all tiles selected (Place and Remove object buttons will function for all selected tiles)
    		- The rotation and type shifters however will work as increment/decrement for each individual object in the selection to allow variations of rotations and types without overriding
    		- Wall Mode: While enabled, rotations and types will be set via an algorithm that determines the best type for corners
    			- Will need to specify direction seeing as how walls can be placed from within the building or outside the building (90 degree angled walls (type 2) wont work in most cases with walls that are placed/rotated from outside)
    			- Windows? check to see if window version of walls typically have a consistent id difference
    			- NOTE: Not all wall objects have corner types.
    		- Foliage Mode: pretty much will just randomize rotation and id (multiple inputs for up to 3 different object ids)
    Quote Originally Posted by Dragon View Post
    looks very cool man, i hope you consider to give support higher revision like 718-rs3
    Exporting to 718 format is on the todo! I don't know exactly how that'll turn out though. I'm not sure how similar 718 is in terms of object ids, texture ids ..etc

    Quote Originally Posted by SilverNova View Post
    God damn, I'm just thinking of all the possibilities .
    Well your creative little self does always have some great ideas

    Quote Originally Posted by RedRightHanded View Post
    Damn here we 667 shine again can't wait to get this editor good job dude
    Thanks! I probably wont be releasing this though, at least not for free any time soon. It's kind of my baby at the moment, I spent months studying and reverse engineering a lot of the client/cache. It's a shame I wrote it so poorly though in terms of readability and structure.

    EDIT:

    718 support

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