486 lines
15 KiB
Plaintext
486 lines
15 KiB
Plaintext
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World Editor Changes.
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#############################
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## CHANGES AS OF 05/04/99. ##
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#############################
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Now handles TEXANIM style polygons, so displays correct clan colour for objects
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in the 3d view.
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You can now set triangle direction flags in edge brushes, should speed up cliff drawing.
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Added edge brush properties dialog. Allows you to set attributes to use for individual
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brushes.
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Added flood fill with edge brush, should speed up edging large areas, just select the edge brush
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to use, click on the edge fill tool, click on the area in the map to fill and away you go.
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#############################
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## CHANGES AS OF 29/04/99. ##
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#############################
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Now saves tile transformation preferences.
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Fixed problem where pasting with no textures was changing the tile transformation flags.
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Fixed map dump.
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Fixed area x,y flip so it now flips triangle direction as well.
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#############################
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## CHANGES AS OF 26/04/99. ##
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#############################
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When creating a new map, automaticly adds scroll limits for "Entire Map".
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Sea level now defaults to 0.
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Height scale now defaults to 2.
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Changed "Zero Camera Angle" to "Look North", dose what it says.
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When pasting objects, now pastes using the current player id rather than the source objects
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player id.
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Copy/Paste interface has changed, you can now mark an area of tiles in the 2d or 3d views,
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x or y flip the area and or copy it into the clipboard for pasting elsewhere on the map. Also
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added paste preferences dialog so you can specify which elements of the clipboard get applied
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to the map when pasting.
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Added tool buttons to enable/disable rendering for each player number, so you can filter out
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certain players from the 2d and 3d views.
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Now loads names.txt and displays in game names for all objects, can be disabled from options menu.
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Can now change light direction in 3d view, "L" varies Yaw, "K" varies pitch.
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Can now rotate tile both ways using "E" and "R" keys. X and Y flip remain on the "X" and "Y" keys.
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Object buttons in selection window now colour coded.
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Maximises application window on execution.
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Window layout changed.
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3d view size increased to 800x600.
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Data set files changed, now called "whatever.eds" instead of "whatever.txt", new files
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specify tile texture page to load, default edge brushes and tile types for the tile set.
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Also says where to load names.txt for the in game object names.
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This should speed up creating new maps.
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Can now import and export tile id maps in the same way as you could import,export height maps,
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each pixel in the tile id map specifies the texture id to use for that tile in the world.
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.LND file format has changed slightly to specifiy the data set to load as the first thing
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in the file, old projects will still load but you will be prompted for the data set ".EDB"
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file to load.
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Removed some redundant menu options.
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Maximum map size now limited to 250x250, as this is the largest the game, specificly the gateway
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system can safely handle.
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#############################
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## CHANGES AS OF 10/11/98. ##
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#############################
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Now shows object footprints in the 2d view, colour coded as in the radar map.
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Can now place gateways on water.
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Updated droids templates to match current game stats.
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Objects now drawn colour coded in radar map.
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Can now export scenario expansion with same limits for inclusion and exclusion.
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#############################
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## CHANGES AS OF 15/10/98. ##
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#############################
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Fixed bug in gateway/zone creation.
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#############################
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## CHANGES AS OF 06/10/98. ##
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#############################
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Now creates zone map from gateways.
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Zones are displayed in the 2d locator when in gateway mode.
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Saves zones in .map file when exporting a deliverance map.
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Vertex markers for height tools are now drawn with a shadow so they show up on white
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textures.
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#############################
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## CHANGES AS OF 05/10/98. ##
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#############################
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Can now export map as a single big BMP.
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Walls now morph to fit landscape just like in the game.
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#############################
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## CHANGES AS OF 30/09/98. ##
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#############################
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Can now create gateways in the 2d view for routeing using the "Gt" tool in the tool
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bar.
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Greatly speeded up because of optimizations to the radar map code.
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Now have two shortcuts in the EditWorld folder, one for software rendering which
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works on any machine with DirectX 6 installed and one for hardware rendering which
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works on machines with DirectX 6 installed and a 3D accelerated video card thats up
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to the job ie 8MB of video memory and can do textured 3d in a window, cards I know
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work are Permedia 2,Matrox G200,ATI Rage Pro and Riva TNT.
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#############################
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## CHANGES AS OF 02/07/98. ##
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#############################
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Now have option to apply random rotations and flips to textures when
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painting, Can also setup default rotaions and flips for painting textures.
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Do this by clicking on the texture in the selection window to bring up the dialog
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box.
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#############################
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## CHANGES AS OF 10/06/98. ##
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#############################
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Now displays scroll limits graphicaly in 2d view and in locator maps.
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#############################
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## CHANGES AS OF 02/06/98. ##
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#############################
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Game export version updated.
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#############################
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## CHANGES AS OF 13/05/98. ##
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#############################
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Can now import Warzone maps into the editor.
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Map options now always default to "-nosizecheck" which means you can create a map
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any size (within reason) without using the command line option.
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#############################
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## CHANGES AS OF 19/03/98. ##
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#############################
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When saving, now renames the previous encarnation of the project file to
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whatever.bak before writing the newer version.
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Now allows creation of scroll limits
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New Warzone export types :
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Campaign start.
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Campaign expansion.
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Mission.
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Fixed clipboard object height bug.
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Can now specify a name for each object in the world for use in scripts.
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Fixed draw radius check on objects.
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#############################
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## CHANGES AS OF 07/01/98. ##
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#############################
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Updated handling of structure stats.
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#############################
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## CHANGES AS OF 18/12/97. ##
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#############################
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Can now right click on objects to bring up context menu.
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Context menu gives access to object properties dialog.
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#############################
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## CHANGES AS OF 11/12/97. ##
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#############################
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Added droid section to data set file (see WarzoneData.txt in the samples directory for
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details) for specifieing a template stats file to load.
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Can now place droids in the editor.
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You no longer have to have bounding spheres enabled to see the name of an object in
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the 3d view. Just click on it using the selection tool.
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#############################
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## CHANGES AS OF 08/12/97. ##
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#############################
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Added recent project list in file menu.
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Can now export and import the current clipboard allowing you to save sections
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of map which you want to use again and then load them back in ready to paste.
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Fixed bug which was causing editor to fall over after loading a few projects.
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Can now copy and paste objects as well as tiles.
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Added check for duplicate object IDs when loading and saving projects
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Fixed bug where by you can get duplicate object IDs.
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#############################
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## CHANGES AS OF 05/12/97. ##
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#############################
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Can now save out a section of the map as a new project.
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Fixed bug where by incorect player ID was being displayed in 2D view.
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Terrain types have changed and there are more of them.
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Now saves TTYPE.TTP file when exporting Warzone scenario which contains the lookup table
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for terrain type verses tile texture ID.
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#############################
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## CHANGES AS OF 24/11/97. ##
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#############################
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Now copes with IMD's with seperate base plates.
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For Warzone the data set file's FEATURE section now contains the file name of the feature
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stat file used in the game. The editor uses this file to determine which IMD's to load for
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features.
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The data set file now contains entries to define the paths for IMD textures for each class of
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object. See WarzoneData.txt and NecromancyData.txt in the samples directory.
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Fixed problems with object positioning for Warzone.
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Can now rotate and flip tiles in 3d and 2d view by positioning cursor over the tile and pressing
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one of the following:
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R - Rotate 90 Degrees.
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X - Flip X
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Y - Flip Y
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Fixed crash bug when exporting 192 x 128 height bitmap.
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Each object now has a unique ID which is displayed with the object.
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#############################
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## CHANGES AS OF 29/10/97. ##
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#############################
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Structures are now referenced by name in project files and the warzone export files.
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#############################
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## CHANGES AS OF 20/10/97. ##
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#############################
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Fixed bug where left most and bottom most rows of tiles were not displayed in 3d view.
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Now handles lost surfaces. ie The problem where by running another Direct Draw application
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while the editor was running and then returning to the editor caused a SURFACE LOST error.
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#############################
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## CHANGES AS OF 10/10/97. ##
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#############################
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Added command line option to disable map size checking. Right click on the EditWorld shortcut
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to get the properties up and add -nosizecheck to the target. Currently Warzone only supports
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maps that are 2 to the power n in size ie 64x64, 128x128 so the editor checks the size
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to see if it's valid. This option was added so that you can dissable this check if in the
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future Warzone allows any size maps.
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If you've got a 3d card then you can add -hardware as a command line option to enable hardware
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acceleration in the editor. ( Hope you've got bucket loads of video ram ! )
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#############################
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## CHANGES AS OF 09/10/97. ##
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#############################
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You can now place structures and they work in the game.
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Now automaticly levels the landscape under flanged objects and structures.
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The data set file now contains entries to define the paths for IMD's and Stats for each class of
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object. See WarzoneData.txt and NecromancyData.txt in the samples directory.
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For Warzone the data set file's STRUCTURE section now contains the file name of the structure
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stat file used in the game. The editor uses this file to determine which IMD's to load for
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structures.
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Warzone export option now exports struct.bjo, droid.bjo and templ.bjo so that you can now load exported
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games directly into Warzone. Note that the droid.bjo and templ.bjo files are empty so if you wan't the
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game to work properly you still have to copy these from an existing saved game ie the Final directory
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in Deliverance\Data.
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Directory structure changed. The directory structure is now much more rational. An example tree
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for Warzone would be:
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Deliverance/Data/
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The Warzone data directory.
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MyScenario.lnd
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The project file saved by the editor.
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Textures.pcx
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Terrain textures , referenced by MyScenario.lnd.
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DataSet.txt
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File defining the data set, referenced by MyScenerio.lnd.
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Stats/
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Directory containing the stats
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Structures.txt
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Stats text file defining the structures used in the game.
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Structs/
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Directory containing all the IMD's and PCX's needed for the structures.
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xxxx
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Features/
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Directory containing all the IMD's and PCX's needed for the features.
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xxxx
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MyScenario.gam
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Save game file created when you export the scenario from the editor.
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MyScenario/
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Save game directory created when you export the scenario from the editor.
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Game.map
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Save game data...
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Struct.bjo
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Feat.bjo
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Droid.bjo
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Templ.bjo
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An example tree for Necromancy would be:
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Necromancy/Data/
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The Necromancy data directory.
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MyScenario.lnd
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The project file saved by the editor.
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Textures.pcx
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Terrain textures , referenced by MyScenario.lnd.
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DataSet.txt
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File defining the data set, referenced by MyScenerio.lnd.
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Objects/
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Directory containing all the IMD's and PCX's needed for the structures.
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xxxx
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Directory containing the stats
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MyScenario.map
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Game map file created when you export the scenario from the editor.
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MyScenario.nob
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Object map file created when you export the scenario from the editor.
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Now checks for transparancy flags in IMD's and does colour keying accordingly.
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Added option to lock camera to a Warzone'ish view in the options menu.
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#############################
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## CHANGES AS OF 07/10/97. ##
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#############################
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Added option to disable smooth shading of objects. This is specified in the object set definition
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file (ie Warzone.txt) by adding one of the following flags to each IMD definition:
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NOSHADE use default shading.
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FLATSHADE perform flat shading of each polygon.
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SMOOTHSHADE Perform smooth gouraud shading of each polygon.
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eg...
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mislick.imd OVERLAYED TILESNAP KEY0 NOSHADE
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mibould1.imd FLANGED TILESNAP NOKEY SMOOTHSHADE
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You can now flip and rotate textures in the texture selection window before laying them down
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in the world. To reset all rotations and flips in the texture selection window select
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"Reset Texture Flags" in the "Map" menu.
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Now checks for and deals with the double sided polygon flag in IMD's
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#############################
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## CHANGES AS OF 03/10/97. ##
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#############################
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Now works under release build of DX5
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Option added to export Warzone scenarios.
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Option added to export Necromancy scenarios.
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Save Project now only saves the project file (.LND) use the seperate Export functions to export
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scenarios for Warzone or Necromancer.
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When exporting Warzone scenarios now creates the following files.
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* MyScenario.GAM
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* MyScenario/Game.MAP
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* MyScenario/Feat.BJO
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These can be copied to the Deliverance/Data directory although for now you will have to
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copy the droid.bjo , struct.bjo and templ.bjo files from an existing game directory to
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the MyScenario directory as the editor dos'nt export these files.
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Fixed edge brush window.
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Can orbit camera around a point roughly 1/3 distance to the horizon using the < > keys.
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Undo/Redo on all texture operations.
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Auto scroll when painting / dragging etc in 2d view.
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Default height set to 50%
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Much more robust.
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Colour keying of object textures. You need to specify an extra flag in the object set text
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file ( ie features1.txt ) for each IMD. NOKEY for no colour keying or KEYn where n is the palette
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index of the transparent colour ie KEY0.
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eg...
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mislick.imd OVERLAYED TILESNAP KEY0
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mibould1.imd FLANGED TILESNAP NOKEY
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Objects are now smooth shaded. ( I'll be adding a flag to the object set text file to disable this
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for individual objects )
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Arbitraty rotation of objects ( as long as they are not flanged )
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Option added in map preferences to set tile texture size.
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Fixed bug when loading multiple texture pages.
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Option to export current height map as .PCX greyscale image.
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Can now place , drag and rotate objects in 3d view as well as 2d view.
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W and Q keys increase and decrease the 3d draw distance.
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Option added to toggle smooth shading of landscape.
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