The Map Editor for OS X.
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The Map Editor for OS X.
With Sithrandel's help, I have made a build of the Wesnoth Map Editor, which is now available on SourceForge here: http://prdownloads.sourceforge.net/wesn ... g?download
I'm not completely sure, but it should work on 10.2 as well as 10.3.
I'm not completely sure, but it should work on 10.2 as well as 10.3.
I'm using 10.3.7, so I can't say for 10.2.
It's much better than Sithrandel's older map editor. I love that it shows you the transitions of the tiles so you can really see how it would look in-game. And I love that it displays the coordinates of hexes. That is really useful because now when i am writing moveto WML events I don't have to keep opening Wesnoth just to see what the coordinates of a certain hex are. (I know I could manually count characters on the ASCII map, but that's a pain) Flood (or fill) is really useful (I used to have to export the map, open it with a text editor and find/change all the letters to the terrain I wanted). And I love the ability to flip a map and copy/paste sections of a map.
Remind me, how do you select a section of the map to copy it? I see how to select all. But I'm not sure how to cut/copy sections of the map.
Overall it has many of the features of a paint program, and is a huge improvement. It makes it so much eaiser to draw a map quickly and easily and see instantly what it will look like in-game. Not to demean any of sithrandel work, his campaign editor was a lot better than nothing, but CP, you have done mac campaign developers a huge service. Thanks!
It's much better than Sithrandel's older map editor. I love that it shows you the transitions of the tiles so you can really see how it would look in-game. And I love that it displays the coordinates of hexes. That is really useful because now when i am writing moveto WML events I don't have to keep opening Wesnoth just to see what the coordinates of a certain hex are. (I know I could manually count characters on the ASCII map, but that's a pain) Flood (or fill) is really useful (I used to have to export the map, open it with a text editor and find/change all the letters to the terrain I wanted). And I love the ability to flip a map and copy/paste sections of a map.
Remind me, how do you select a section of the map to copy it? I see how to select all. But I'm not sure how to cut/copy sections of the map.
Overall it has many of the features of a paint program, and is a huge improvement. It makes it so much eaiser to draw a map quickly and easily and see instantly what it will look like in-game. Not to demean any of sithrandel work, his campaign editor was a lot better than nothing, but CP, you have done mac campaign developers a huge service. Thanks!
Creator of Under the Burning Suns
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Yeah, I thought erl and whoever else who made it did a good job They did have the advantage of it being part of the same project though - using the same sources for the map and all, so when the transitions and stuff change, it automatically changes in the editor. I don't know how Sithrandel made his editor though, or how much of the code he copied from the game, if any.
I really don't know - I'm not a map maker. I just made this because a few people requested it and I figured it was something I could do for Wesnoth
I couldn't have done it without the help of Sithrandel, and the #macdev channel By the way, the help I got in #macdev may make it so Sithrandel's builds can work on 10.2 without getting iconv (They told me how to modify iconv so it could be included in a program.) So, hopefully it really does work on 10.2.
I really don't know - I'm not a map maker. I just made this because a few people requested it and I figured it was something I could do for Wesnoth
I couldn't have done it without the help of Sithrandel, and the #macdev channel By the way, the help I got in #macdev may make it so Sithrandel's builds can work on 10.2 without getting iconv (They told me how to modify iconv so it could be included in a program.) So, hopefully it really does work on 10.2.
Thanks!
"ILLEGITIMIS NON CARBORUNDUM"
Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
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OK, I've had an opportunity to test out the newly functional map editor, and it's definitely impressive. The ability to see transitions and terrain variations is particularly helpful - maybe someday I'll actually whip up a campaign of my own. Well done Penguin! And thanks Sithrandel, too.
Unfortunately, there are major glitches in the save dialog, at least on my system (10.3.7). The graphical glitches I can live with; unfortunately there seems to be some memory leak or CPU trap as well which can come into play when moving from folder to folder.
When moving from ~/Games/ on my system to ~/Games/Wesnoth 0.8.10/, the editor took a full five minutes to figure it out and show the new location in the save dialog box.
I'm not sure what causes this glitch, but it would be nice if a programmer could isolate it and kill it.
Again - thanks for getting the editor up and running!
Unfortunately, there are major glitches in the save dialog, at least on my system (10.3.7). The graphical glitches I can live with; unfortunately there seems to be some memory leak or CPU trap as well which can come into play when moving from folder to folder.
When moving from ~/Games/ on my system to ~/Games/Wesnoth 0.8.10/, the editor took a full five minutes to figure it out and show the new location in the save dialog box.
I'm not sure what causes this glitch, but it would be nice if a programmer could isolate it and kill it.
Again - thanks for getting the editor up and running!
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry
Becuase my computer is a bit slower (400MHz G3) the only problem with the editor is that I pay a cost for the beautiful automatic transitions. Every hex I paint takes 3 seconds to draw the transitions. That means I click, wait, click, wait, click, wait, read 100 times. The maps are beautiful but is a bit slower than I'd like. In a perfect world I'd love an perferences option where it doesn't draw the transitions. I'm not complaining becuase it's a beautiful versitile editor, but it is a bit slow on older machines.
Creator of Under the Burning Suns
Thanks, I didn't realize that. Because drawing a tunnel a fifty hexes long was taking a while. This will make it a lot easier to paint adjacent tiles of the same type much quicker.Sangel wrote:If you click and drag, the transitions will only update after you release the mouse-button. Just a tip in case you missed it.
Creator of Under the Burning Suns
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Attilla: You say it quits right away - does it open a window and then quit, or does it not even start? Also, if you changed the name of either programs (the editor or the game), copy_data.pl won't work. You can of course copy it yourself, by ctrl+clicking on each program, Show package contents, go to Resources in each, and copy data, images and fonts from the game to the editor.
Sangel: I noticed that too. I reported the glitch one, the other one seemed kinda random and I figured maybe when someone fixed the graphics part they'd fix the other one too... Ok, the real reason I didn't report it is I was too lazy - you can though To get around that though, you can just type in the path. It does kinda spoil the point of having a dialog like that, but, it does work. I think erl is too busy at the moment to work on the editor
Sangel: I noticed that too. I reported the glitch one, the other one seemed kinda random and I figured maybe when someone fixed the graphics part they'd fix the other one too... Ok, the real reason I didn't report it is I was too lazy - you can though To get around that though, you can just type in the path. It does kinda spoil the point of having a dialog like that, but, it does work. I think erl is too busy at the moment to work on the editor