.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Scenarios, Maps and Mods (http://forum.shrapnelgames.com/forumdisplay.php?f=146)
-   -   Who wants a map/scenario editor ? (http://forum.shrapnelgames.com/showthread.php?t=32938)

Jack_Trowell January 24th, 2007 05:43 AM

Who wants a map/scenario editor ?
 
Edit : for a demo of the current state of the map editor, see http://dominions.realites.org/map_editor/
For more info about what features are already done, read the thread http://forum.shrapnelgames.com/images/smilies/wink.gif
--------------------

I already done a map semi randomizer (http://dominions.realites.org) that can add random commanders/units or preset provinces to a map file.

As others such projects have started to be released, instead of adding more feature to the random province part I'm thinking about moving to the next part.
(note that I still take suggestions of special provinces , existing list at http://dominions.realites.org/?actio...cial_provinces )

What is the next part ? A full online map editor, no less.

I already have a perl script that parse a map image en return the list of all provinces found and their position on the image. (note : as this part can take a few minutes for large maps, I will probably release a separate version of this script so only the results can be uploaded)

By using then a jpeg or gif copy of the image, and CSS/javascript, I can display small icons on the image itself in the web browser, make them clicable to select the province, change the color of the numbers of the selected province's neighbours, display the province settings, and finally make them editable (you could add a commander with bodyguards, units, magic items, custom magic skills, and even a random commander, you could even use the existing preset provinces, set the province terrain types, ...)

The current map editor ingame is useful, but it only allows to edit neighbours and basic terrain types, and editing map files directly without the map image (and corresponding province numbers shown) is sometimes fastidious.

At worst, I could have a predefined list of map image file already parsed, and give public access to the editor.

More that a map editor, it will be in fact a scenario editor, where you could also set starting points/provinces/preset computers players , ...

The question is : is it worst the time to do ? I already started working on this project, but if there is already another editor project, or if there not enough people that think they would like such a tool, maybe my time could be better used programming something else ?

So who thinks such a tool would be really useful ?

(note : I can take questions about what I plan to do, or suggestions of features)

Edi January 24th, 2007 07:11 AM

Re: Who wants a map/scenario editor ?
 
This could be very useful. Personally, I tend to edit everything by hand into the maps, but hen, I've had quite a bit of experience doing that with the various Faerun maps and keeping the in-game map editor open in windowed mode will allow me to easily check which province was what number and then put things in.

One of the problems you're going to have with placing units and commanders is that you will need to know the actual unit ID numbers. That's because there are lots of units with the same name (several types of heavy infantry, infantry of Ulm, light cavalry, heavy cavalry, archer, crossbowman, warrior, vanherse, vanjarl, bandar commanders etc) but different id numbers and if you just say

#commander "Mounted Commander"
#units 20 "Heavy Infantry"

you will get the mounted commander with the lowest id number (44) and the heavy infantry with the lowest ID number (38), instead of e.g. C'tisian heavy infantry that you wanted to put there.

The same problem exists with magic sites, but to a lesser degree. Knowing site numbers would help.

For that, you need a comprehensive list of units, sites etc. I'm working on that and I can give you a site DB already, but it won't have terrain information since the terrain mask calculations in the modding manual are either just plain wrong or too ambiguous to get down correctly. It might get fixed with the next patch, though, in which case I'll be able to add that info accurately.

Edi

Jack_Trowell January 24th, 2007 07:21 AM

Re: Who wants a map/scenario editor ?
 
Quote:

Edi said:
This could be very useful. Personally, I tend to edit everything by hand into the maps, but hen, I've had quite a bit of experience doing that with the various Faerun maps and keeping the in-game map editor open in windowed mode will allow me to easily check which province was what number and then put things in.


Yes, that's why I think such an editor could be useful.


Quote:

One of the problems you're going to have with placing units and commanders is that you will need to know the actual unit ID numbers. That's because there are lots of units with the same name (several types of heavy infantry, infantry of Ulm, light cavalry, heavy cavalry, archer, crossbowman, warrior, vanherse, vanjarl, bandar commanders etc) but different id numbers and if you just say

#commander "Mounted Commander"
#units 20 "Heavy Infantry"

you will get the mounted commander with the lowest id number (44) and the heavy infantry with the lowest ID number (38), instead of e.g. C'tisian heavy infantry that you wanted to put there.

The same problem exists with magic sites, but to a lesser degree. Knowing site numbers would help.

For that, you need a comprehensive list of units, sites etc.


Yes, I know of this problem.

I plan to let the user eitheir manually select the unit id or name, or select from a list.

At first the list would be generated from a simple list extracted from the game (with the "strings" command), but there would be a function in place ready to be use instead infos from a database.

Same for the sites, items, ...

Quote:

I'm working on that and I can give you a site DB already, but it won't have terrain information since the terrain mask calculations in the modding manual are either just plain wrong or too ambiguous to get down correctly. It might get fixed with the next patch, though, in which case I'll be able to add that info accurately.

Edi

Yes, your DB project will indeed be of much help. I have several projects that are only waiting for your dom3 DB to be released http://forum.shrapnelgames.com/image...es/biggrin.gif

Edi January 24th, 2007 08:21 AM

Re: Who wants a map/scenario editor ?
 
I'm working on that as fast as I can. It'll eventually have the items as well, but those are taking a backseat to units, weapons, armor and sites.

You can't rely too much on the string lists extracted from the game, because for example Gandalf's extracted list of weapons had things missing (such as #17 Axe), which will throw the numbers off.

I'll try to get ready as soon as possible, but the problem is that complete, accurate, quick, pick any two.

Edi

Jack_Trowell January 24th, 2007 09:11 AM

Re: Who wants a map/scenario editor ?
 
Quote:

... complete, accurate, quick, pick any two.

Complete and accurate will do. ^_^

Meanwhile, i'll have my script accept manual input (and it will still be useful after your DB is complete, for exemple for mod users whose units are not in the DB)

Agrajag January 24th, 2007 09:21 AM

Re: Who wants a map/scenario editor ?
 
It sounds really useful, if I'll ever make a map (and I'm thinking about it), I'll probably want something like that to work with http://forum.shrapnelgames.com/images/smilies/happy.gif
Also, in my "Twisted Forest" province I meant to have x7 of everything you put down (ie 7 dark vines 49 vine ogres and 70 vine men) http://forum.shrapnelgames.com/images/smilies/happy.gif (There should probably be some awesome reward, but I don't remember enough nature site names to know what to put down :X if there's a way to just make sure it'll have lots of cool sites that'll be greats http://forum.shrapnelgames.com/images/smilies/happy.gif)

Jack_Trowell January 24th, 2007 09:40 AM

Re: Who wants a map/scenario editor ?
 
Quote:

Agrajag said:
It sounds really useful, if I'll ever make a map (and I'm thinking about it), I'll probably want something like that to work with http://forum.shrapnelgames.com/images/smilies/happy.gif

Ok, so one more vote for. ^_^


Quote:

Also, in my "Twisted Forest" province I meant to have x7 of everything you put down (ie 7 dark vines 49 vine ogres and 70 vine men) http://forum.shrapnelgames.com/images/smilies/happy.gif (There should probably be some awesome reward, but I don't remember enough nature site names to know what to put down :X if there's a way to just make sure it'll have lots of cool sites that'll be greats http://forum.shrapnelgames.com/images/smilies/happy.gif)

Oh yes, I put one Dark Vine and its unit, but forgot to copy/paste them 6 more times.

I will fix that tonight when I'm back home.

Having a nature site would indeed be a good idea.

At worst I can force the province to require the "manysites" terrain type, so you know that you're more likely to find sites there.

Ballbarian January 24th, 2007 10:10 AM

Re: Who wants a map/scenario editor ?
 
Sounds like a great idea. http://forum.shrapnelgames.com/images/smilies/happy.gif

Jack_Trowell January 24th, 2007 05:29 PM

Re: Who wants a map/scenario editor ?
 
Quote:

Agrajag said:
It sounds really useful, if I'll ever make a map (and I'm thinking about it), I'll probably want something like that to work with http://forum.shrapnelgames.com/images/smilies/happy.gif
Also, in my "Twisted Forest" province I meant to have x7 of everything you put down (ie 7 dark vines 49 vine ogres and 70 vine men) http://forum.shrapnelgames.com/images/smilies/happy.gif (There should probably be some awesome reward, but I don't remember enough nature site names to know what to put down :X if there's a way to just make sure it'll have lots of cool sites that'll be greats http://forum.shrapnelgames.com/images/smilies/happy.gif)

Ok, Twisted forest has been fixed.

Now if you have a suggestion of anature site to add ...

(at worst, play a normal game, and if you find some appropriate nature site, note the name ^_^)

Jack_Trowell January 24th, 2007 07:06 PM

Re: Who wants a map/scenario editor ?
 
1 Attachment(s)
Just a rapid update on the project :

- currently the script that analyse a map image file (.tga or .rgb) for provinces is complete, It is available in the attachment if someone wants it.

Edit : forgot to add the Attachment, it is there now

- by running this script on any map image, you will have a province.txt file generated. (in theory you should also have a copy of the image in JPEG format if you add the save_as_jpeg=1 parameter, but the perl module 'Imager' that I use seems to lack jpeg support for the windows Activeperl version)

This file ( exemple at http://dominions.realites.org/map_ed.../provinces.txt ) will contains the list of all provinces numbers (firt column), and their exact position on the image (the province numbers should be the very same that the official map editor would have chosen)

With this test file, and the jpeg copy of the map (exemple jpeg at http://dominions.realites.org/map_ed.../Mini/Mini.jpg ) I can already do this : http://dominions.realites.org/map_editor/

As you can see, I display all provinces numbers exactly where they should, and you can click on a province number to select the province.

Of course the project is just starting, for now selectinf a province do nothing more that that : selecting the province.

Next on my todo list :
- change color of the selected province's neighbours
- select or unselect a province as a neighbour by clicking on it (changing the selected province will then need to first click on a button or something like that, as a true double-click is not really supported by javascript.)


All times are GMT -4. The time now is 03:56 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.