Ideas for the editor
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Ideas for the editor
Here are some ideas for the editor:
-adding a function that allows to save coordinates of a selection of tiles in a text file (so you can c/p them into a scenario)
- layers (as in: combining several map files into one single file)? Like that you could make a shroud layer, or have a series of maps that overlap a bit, and that bit would be a layer, so that changes made in one file are also applied in the other file. This would mean you'd have two different formats, a temporal editor format (with a header describing the layers and where they're added) and a layer/map format (used in scenarios).
- making it easier to select tiles by providing a 'select' tool (perhaps rectangular, circular, ...). Now you need to know the key combinations by heart.
mat
-adding a function that allows to save coordinates of a selection of tiles in a text file (so you can c/p them into a scenario)
- layers (as in: combining several map files into one single file)? Like that you could make a shroud layer, or have a series of maps that overlap a bit, and that bit would be a layer, so that changes made in one file are also applied in the other file. This would mean you'd have two different formats, a temporal editor format (with a header describing the layers and where they're added) and a layer/map format (used in scenarios).
- making it easier to select tiles by providing a 'select' tool (perhaps rectangular, circular, ...). Now you need to know the key combinations by heart.
mat
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Re: Ideas for the editor
Freehand would be nice, too.Mathijs wrote:- making it easier to select tiles by providing a 'select' tool (perhaps rectangular, circular, ...). Now you need to know the key combinations by heart.
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I, for one, would find it really useful if the editor could generate labels for the terrain. They would be included in the map file, so that you could set label "King Haldric Here", and then just copy the labels x, y to the code that generated Haldric. It would be easier than jotting the x, y down on paper.
Still, having the map editor stay a map editor is important, as it provides a bit of a buffer against 5-minute scenarios.
Still, having the map editor stay a map editor is important, as it provides a bit of a buffer against 5-minute scenarios.
So, you want to have the map editor be less useful because some people might use the beter version to create bad work?DDR wrote:I, for one, would find it really useful if the editor could generate labels for the terrain. They would be included in the map file, so that you could set label "King Haldric Here", and then just copy the labels x, y to the code that generated Haldric. It would be easier than jotting the x, y down on paper.
Still, having the map editor stay a map editor is important, as it provides a bit of a buffer against 5-minute scenarios.
The dragons are all colour-coded,
Some consider this system outmoded.
This was not preordained
Gary Gygax explained,
"My box of Crayolas exploded."
Some consider this system outmoded.
This was not preordained
Gary Gygax explained,
"My box of Crayolas exploded."
If you're talking about the WML files, I believe adding them to the correct folder would be enough? The editor loads all these files at startup, right? Else I fail to see the point in making WML files for the editor :pael193 wrote:to make it posible to add stuff to the editor without having to wait for it to be added to the mainline, you could make it so the editor scans the terain folders and adds all new ones to the editor with no hard work for you!
If you're talking about making wml files from png's, I don't think the editor can guess what sort of terrain type he's dealing with (road? snow? desert?) based solely on a png, or what letter should use for that... Hence the use of WML files to describe this.
greetz,
mat