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Thread: = Trivium independant Map Editor (TiME) Project =

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  1. #1

    Default = Trivium independant Map Editor (TiME) Project =

    The links below seem to be dead, so this is the latest TiME, already patched to version 0.601 (courtesy of Bardo):
    http://www.mediafire.com/file/nzyndn...TiME-0.601.zip


    -
    Aradan




    -----------------------------------------------------------------



    Current version:
    v0.601 (Download)
    Patch v0.6->0.601

    Very special thanks to
    Spartan - who has always supported me and provides the webspace
    Antonius Brutus - who motivated me and tested and located bugs during development

    Change list v0.6
    Now compatible with RTW 1.5 / BI
    - Editing ability for all descr_strat/descr_regions changes since 1.2
    - Still, BI factions can not be used. Only RTW\data files are loaded.

    Completely rewritten file parser:
    - More flexible file parser. No longer limited to very strict file formats.
    - Less likely to produce errors.
    - Accurate error messages for scripting mistakes (file, line number, type of error, code which caused error)

    Improved controls:
    - Use right mouse button to rotate and pitch the camera
    - Use middle mouse button to move the camera
    - Use the mouse wheel to zoom
    - In height editing mode, you can now use you left mouse button to "pull" the land up or down
    by moving the mouse in the appropriate direction

    Save dialog:
    - You can now choose where to save your campaign
    - Ability to choose which files to save
    - File format (RTW 1.0, 1.2, BI)

    Several updated dialogs:
    - Many dialogs should be more userfriendly now.

    Many internal code changes, optimizations and bug fixes in the editor part

    Removed features:
    - Resize campaign
    - Create campaign
    Current features:
    - Height editing
    - Ground type editing
    - Full region and settlement editing
    - Different brush sets
    - Undo/Redo
    - Overlays of region borders, cities, ground types, map features, characters
    - Edit climates
    - Character (record) editing
    - Textured terrain
    - Resource editing
    - Create new campaign
    - Resize campaign
    - Mercenary polls
    - Extended comments
    - Faction settings
    - Diplomacy

    One important note:
    Although the editor knows the new descr_strat features of BI, no campaigns containing the new BI factions/names/cultures/... (i.e. all information in the new BI data/*.txt files) will load and work.
    This editor is a RTW editor, but is compatible with the latest changes.

    Please read:
    I can not ensure that the program has no bugs. To avoid inconviniences, please backup your campaign from time to time.

    [SIZE=3]Download

    Patch v0.6->v0.601 strongly recommended

    Old version working link of .6 version
    http://www.modcraftarchives.net/thetrivium/timev0.6.zip
    Last edited by Aradan; March 14, 2010 at 12:33 PM.

  2. #2
    Marvolo 62442
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    Nice work!!

  3. #3
    Spartan's Avatar Divus
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    Outstanding stuff Mr Hide!!

    I have no doubt that you will rapidly become a cherished component of this community.

    -Spartan
    "Consular" Spartan, Vassal of Siblesz
    Lord of lt1956, & Vercingetorix, Founder House of Spartae
    §§TWC's Father of Modding§§ §§ RulersoftheSea.com §§
    "The greatest pain a man can suffer is to have knowledge of much, & power over nothing" - Herodotus

  4. #4
    webbird's Avatar Senator
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    Welcome Mr. Hide!
    Some say for wonder we have to wait much longer, seems the waiting time gets shorter now :O)

  5. #5
    Dracula's Avatar Praefectus
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    Default Re: = Trivium independant Map Editor (TiME) Project =

    So no version for RTW 1.5 ?

  6. #6
    Spike's Avatar Primicerius
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    Default Re: = Trivium independant Map Editor (TiME) Project =

    Quote Originally Posted by Dracula View Post
    So no version for RTW 1.5 ?
    from the first post

    Now compatible with RTW 1.5 / BI
    - Editing ability for all descr_strat/descr_regions changes since 1.2
    - Still, BI factions can not be used. Only RTW\data files are loaded.

    Annokerate Koriospera Yuinete Kuliansa


  7. #7
    Dracula's Avatar Praefectus
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    Default Re: = Trivium independant Map Editor (TiME) Project =

    Quote Originally Posted by Strategos Lykos View Post
    from the first post
    The programm must be placed where and open which file or folder ? Cause it crashes now.

  8. #8
    Burebista's Avatar Electro Artifacts AP
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    MrHide I know you make the ading of a province/city possible with the next version but can you make it able to read the descr_start and to be able to arange armyes on the map ...I'm kind of sik to always turning upsidedown the map in PShop to find the corect x and y and after to add an army or a fleet. This will be great to....and a way to incrise the land area like in GJ's RTR.

    Thanks.
    Modding Arts Inc.

    SS City Reinforcement Script - (*SS 6.2 any mod comptible)

  9. #9

    Default

    I will begin work on the descr_strat when I'm ready with the region editing. In that file there will be a lot of stuff to manage.
    I had some slowdowns so the next version still takes some time.
    Here are two images of my progress:

    Image 1
    Image 2

    The 'C's will be replaced by 3d city models.
    Greetings
    MrHide

  10. #10
    Burebista's Avatar Electro Artifacts AP
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    Great Job:

    1. To the first pic...can you pls. add more differeciated collors for the ground types...it's hard to get a depth perception.

    2. About the second....make a small window about the collors already used. Note I had once a collor that lag my map scroll ....the game runned but jost over that province he lagged badly cause of the collor. i think it was to close to an existing one. After changeing it worked well.

    3. Cool then I look foward to the version 3 with the armies and version 4 with the new land addition option.

    4. Be careful with the imperial_campaign_regions_and_settlement_names.txt and the saveing in unicode ....i usualy use MS Word to keep out of errors. Also I always run in to trubles if I only want to change a old city or province name only. With the adding of a new province is more easy (See the pinned tutorials)
    Why I don't know. Usualy I add them like this .....see last provinces in the attached files.

    5. Loll sometimes I crush the game since I forget to delete the map.rwm after any change to maps.

    PS. Don't forget in the 3.0 version the one with the descr_start to enabnle besideds units and armies adding on the map...also resource adding and city buildings adding. (Factions Fammilyes editing >! that will be cool here happen the most crushes).

    Maybe in 4.0 the adding of new factions...coll ..who knows ..keep up the good work.
    Modding Arts Inc.

    SS City Reinforcement Script - (*SS 6.2 any mod comptible)

  11. #11

    Default

    Hi MrHide,

    is there any possibility to enlarge the dimensions of the map in general. I would like to create a map with regions of the former persian empire (including Gedrosia and Bactriane).

  12. #12

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    This is excellent work, Mr. Hide, I'll be sure to try it out. You should join the Globus project.... immediately ..... Then all we have to do is to invent a program that does the historical research for us!

    -Sejanus


    Quis custodiet ipsos custodes? - Juvenal, <u>Satires</u>.

  13. #13
    Civis
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    You figure out why it doesn&#39;t load custom files correctly? or should I send you mine still? I&#39;d prefer they weren&#39;t posted to public as they are unfinished and my work and wont be up for public download until Chivalry is released..

  14. #14
    webbird's Avatar Senator
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    Hi Mr. Hide,
    at the moment i try to create a campaign map which is completly unchanged in all default areas but has the land mass extension of the RTR3 mod in the north of the world.
    I edited map_roughness.tga, map_heights.tga and map_ground_types.tga manualy in photoshop to smooth some jagged peaks out, etc.

    I loaded that custom campaign folder with your tool and the "custom files" where shown perfectly.
    Will your tool be able to write a new map_heights.hgt too, to let RTW have a readable new version???
    Because i made a test once, loading my custom campaign without map and hgt file and the game wrote a new map but no
    new hgt file, seems all high informations are may be lost without proper Map_heights.hgt but it`s only my thought.
    Could not start the campaign in the game, because of txt files which are not perfect right now.

  15. #15

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    Thank you all&#33; :smile

    I uploaded the v0.15 of the editor (->first post). It contains
    -) Undo/Redo function for height editing
    -) Circle brush and strength regulator
    It now reads 32-bit saved TGAs correctly.

    @Burebista:
    Thank you for the tips. I will see what I can do with that there is lighting on the colors.
    For the region colors I thought that the editor chooses automatically new colors for new regions. I will make it look that they aren&#39;t to similar to each other.
    I didn&#39;t think of the "imperial_campaign_regions_and_settlement_names.txt" :w00t thanks for the info.

    @Adorno
    The current limitations of the campaign map is 255*255 ingame squares. But I will add that you can change the size of the map within these limits.

    @Sleaker
    That problem you had was when the TGAs are saved in 32-bit. It should work with v0.15

    @webbird
    You are right, there is no new map_heights.hgt. I can&#39;t write *.hgt, but the game takes the new heights from the map_heights.tga, so it should work.

    The next step is region editing.

  16. #16
    webbird's Avatar Senator
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    just to see my changed campaign map, based upon the 255 x 176 RTR3 map,

    now i must have the new version .....*run*

    Thanks, Mr. Hide&#33;

  17. #17
    webbird's Avatar Senator
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    Is it not a little confusing to have the comunication on your tool in two topics ? ;O)

    I have used the new version now and from "user`s view" would like to say:
    1.
    If it is possible, it would be nice to maybe have the right side tool-frames, each one choosable through the menue.
    2.
    To make the viewing window resizeble but that`s not a major problem, only nice to have.
    3.
    If we have the option in the next versions to adjust the placing of a city, at the moment shown with provinces, it would be helpful to see them, when the heights are shown, where we can judge the terrain of the chosen position.
    Which makes again the menue option very comfortable.

    4. I used the round brush to make just one spot of water, pressed undo and .......nothing happend &#33;&#33; ????

  18. #18

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    Yeah, two running topics
    Thanks for the suggestions. How do you mean 1)? You want to switch between the edit modes through the main menu? Thats no problem.
    The undo function does only undo the height editings because thats most important now. I will add it also for the other modes.

    MrHide

  19. #19

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    • Can you mix ground types with climate because the desert in the steppes are not the same as the desert in arabia
    • And in later versions can you combine the height and ground type im not sure it will work with other ground types but if place a mountain the height will automatically change
    • And also instead of just different colors for ground types make what they would look like in game
    But other than that mostly work on the other map .tga&#39;s
    Your program is awesome

  20. #20
    webbird's Avatar Senator
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    to point 1 of my last reply:

    i realy dont know what can be made and what not...let me just try to be helpful with ideas for the development.

    Just for functionality, imagine you work on hights and like to see where your citys are, you go to the menue and activate the "settlements overlay" for example.
    And to activate and deactivate the various "production layer" if needed, will give much working comfort.
    At last there will be settlements, rivers, and maybe many other "layers" of the map which could be chosen.

    Sometimes you like to see your "river overlay" when planning the heights,
    sometimes when working on the ground types. ..."ah yes, here should be a swamp" where ever you need it, you can aktivate the rivers or settlements etc.

    Greetings, Webbird

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