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Author Topic: DF 3D map editor  (Read 3138 times)

MickEfinn

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Re: DF 3D map editor
« Reply #30 on: September 27, 2007, 02:04:00 pm »

Sinoth:
Sorry, I meant the auto-it style of drawing the fortress resembles an old printer.

but it still draws the map upside down at least in alpha2.

I shall try alpha 3 and see if it does.

What I was doing though;
-tap insert for top down.
-tap B for the yellow start brick.
-whip up my fortress
-save, then export it to autoit format.
Run the autoit as was described.

It works, only the drawing comes out upside down, as in northbound items are drawn in the south, and south in the north.

so a

code:

XXXXXXXXXXX
XXXXXXXXXXX
      X
     XXX
     XXX
     XXX
 

Appears as:

code:

     XXX
     XXX
     XXX
      X
XXXXXXXXXXX
XXXXXXXXXXX  

Flipped on the Y axis.

I will edit this if the alpha 3 has the same problem.

edit:

Yep, still happens...
here's a test file and autoit file.  http://rapidshare.com/files/58710348/MickEtest.zip.html

it should produce a teeny little bit of dig out in the ol' konami code

up up down down left right left right B A

[ September 27, 2007: Message edited by: MickEfinn ]

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sinoth

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Re: DF 3D map editor
« Reply #31 on: September 27, 2007, 04:01:00 pm »

Interestingly enough, every fortress I've tested with the AutoIt feature has been symmetrical on the Y-axis.  Goes to show me I need to vary my test data -_-

I think I know whats causing it, I'll post an update soon.

EDIT:
Updated to alpha4.

Just a few minor changes.  Fixed the inverted fortress problem with AutoIt.  Also added some alternate keybindings.  SHIFT-1 will now show you the help screen, which also lists the alternate keys.

[ September 27, 2007: Message edited by: sinoth ]

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[i do not regret]

Silveron

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Re: DF 3D map editor
« Reply #32 on: September 27, 2007, 09:03:00 pm »

Sinoth, you might want to keep a running list of the keys available in a single post or a text file you bundle in the zip. Hunting around the posts for what I needed was annoying  :D
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Noctis

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Re: DF 3D map editor
« Reply #33 on: September 29, 2007, 01:56:00 am »

@Silveron : Press the F1 key or Shift+1 for a list of available keys in the program.

@Sinoth : Great stuff... Love the idea. Hopefully the upcoming features get implemented soon. I was just planning a open pit mine, when I got the following ideas:

* In addition to floors/roofs we also need a designation for bridges

* And a designation for doors/floodgates. Also we got pipes in the upcoming update.

* A minimap or a splitscreen for getting a better overview would be nice.

Eh, maybe I'm getting a bit over-the-top here.
Also, what do you consider to be the open or dug out space? The white cubes or the empty darkness? For the current version and the auto-it script the current white cubes work better for empty space, but for the new DF version, threating the undesignated space as empty would be much more efficient. Not only would we no longer need a explore/inverted view mode, but statue/floor/liquid/etc designation would be easier and if you implement colored cubes for different materials, then threating undesignated space as free space would allow having all 6 sides of one cube of free space made out of different materials, like we could in the new DF.

- Noctis

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Noctis, Freebooter cancels Get a Life: DF sighted on the Cyberwaters.
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