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Topic Subject: Map Editor Patch v1.0 released - the "ultimate" designer's utility
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posted 26 April 2003 10:11 PM EDT (US)   

Yes, you heard right - a Map Editor Patch . Did ES make it? No

How about some history first:
One day (maybe 4 months from today) I got the idea of stockpiling and creating hacks and mods for the AOM Map editor, hoping that one day the mass of mods would some how merge together to form an uber editor beast thing that would battle and defeat all other editors. Well maybe I was a little out of it back then, but atleast the result is similar to what I was hoping for.

Whats changes does the patch bring?

Quote:


This patch adds a vast amount of new features and expansions to the editor.
The purpose of this patch is to be the "ultimate designing tool"; greatly enhancing the power of the map editor.

This Patch includes:

Map Editor Patch core:

28 new waterbodies

24 new forrests

19 new cliffs

8 editor/game hacks
-ability to zoom in more
-5 graphical unit tweaks in the editor
-ability to flip/tip over units in the editor
- And more...

Scenario design articles and referance material

Beta units map template

VX (Visual ParadoX) Lighting Pack - 21 new Lighting settings for your scenarios

Editor Mod v6.3 (made specially for this patch): over 180 total "changes" to the editor
-tweaked interface
-new features to the trigger and camera editor
-quick access shortcuts to editor commands
-In-game pitch and zoom control
-Much much more- see MEP v1.0 readme after installation

SomeNewTriggers V2.7: 30 new triggers for the trigger editor

Beta Terrains pack v1.0: 20 new terrains for the map editor. Please read the "note on new terrains.txt" file for info. Terrains discovered by the MWD german modding group


Theres Over 300 new features, tweaks and implimentations to the Age of Mythology map editor. Pretty sweet really.


Pic of some of the new forrests

Pic of the new waterbodies

Pic of the new cliffs

One of the most handy things in this patch is the Pitch-changer (thanks reyk). Select a pitch value from the drop-down menu and the camera pitch'll be instantly adjusted to that value (we've sure gone a long way from the pitch editors that would edit pitch commands in a user.cfg file...)

theres also a objects mini-menu for placing beta units

Theres many more things included as well.

Download the patch Here!
http://dgdn.net/dgdn.php?id=45&cat=project_pages&heading_ID=3&cat_ID=22

__________________________________
Credits:
Map Editor Patch Core, Installing EXE, Information, Compilation of the patch - by CheeZy monkey http://dgdn.net
Editor Mod v6, SomeNewTriggers v2.7 - by Reyk - http://www.nocheineaoe.de/aom.htm
Extra Terain Pack - MWD team

Tutorials/Articles
Trigger Guide: PW_DarkKnight with help from LP_USA http://www.woadcreations.com
User Defined Triggers: Twentyonescore - http://tsunami-studios.org

Special thanks
-to Reyk for (excessivly)working with me on this patch, teaching me how to do XML when I got the idea of making an uber editor patch,
exchanging ideas with me, and letting me help with his editor mod and addapt it for this patch.
-to Ykkrosh and mods.dgdn.net for AOMed v 0.6a (get it here: http://mods.dgdn.net/forum/viewtopic.php?t=79 )
-to the AOMC scenario design forumers for their interest.
-to Rob "Xemu" Fermier (Ensemble Studios lead programmer) for letting me know what the deal was with the missing features :-P
-to Enrique Orduno (lamir) for discovering the import/export trigger bit, and unit rotation hacks,
-to Ensemble Studios for making such an awesome (and very scripter-friendly) game :-D



CheeZy ex-HG Angel
WildFire Games - Artist, Lead Scenario Designer, Game Designer for 0 A.D.
"But really, stop fighting and listen to CheeZy when he says use good grammar." - Phantom_rider.
----Stuff I've Made----
Replies:
posted 26 April 2003 10:33 PM EDT (US)     1 / 123  
I think we should get the entire community to adopt this patch, include it with every scenario, even if you didn't actually use the patch functions. Who would support this?

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____________#@$:%%000000000%%:$@#_________
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__________#@$:%0'_______________'0%:$@#______
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posted 26 April 2003 10:41 PM EDT (US)     2 / 123  
yeah hopefully. I put the new textures and animations in a seperate installer, because they won't show up for people who don't have this patch. If everyone has it though, then that won't be a problem

CheeZy ex-HG Angel
WildFire Games - Artist, Lead Scenario Designer, Game Designer for 0 A.D.
"But really, stop fighting and listen to CheeZy when he says use good grammar." - Phantom_rider.
----Stuff I've Made----
posted 26 April 2003 10:44 PM EDT (US)     3 / 123  
posted 26 April 2003 11:16 PM EDT (US)     4 / 123  
Awesome!

May be I might get some initiative now to start designing my self.


........................./ Myth_Pharoah \.........................
Woad Creations | fluidCORE | SCN Network
...............................................................................
posted 26 April 2003 11:53 PM EDT (US)     5 / 123  
Since when are you an angel, mythie
Thanks for the compliment, I'd be very happy if more people start using the AOM editor because of this patch.

I've already recieved some questions about some things, I'll answer them here so people can stop asking me. If you have a question post here.

Q:Where are the beta units?
A: Go to the Place Object tool, click the icon for "Misc Objects", a menu will show up. Select a unit from the scrolldown menu and place it on the map

Q:Add-on pack? Explain
A: This includes the 20 new textures and a few anim files fixing broken units that don't show up (but now do) in the editor. I made these in a seperate installer so that people who want to keep their scenario as universal as possible can continue designing it that way and not mess anything up.
The new textures and fixed units won't show up for people who don't have them installed.

Q: I have another question:
A: Go to the Age of Mythology main directory and open the Map Editor Patch v1.0 folder. In it are lots of readme's that explain alot of things, an FAQ. Those should answer your question.


CheeZy ex-HG Angel
WildFire Games - Artist, Lead Scenario Designer, Game Designer for 0 A.D.
"But really, stop fighting and listen to CheeZy when he says use good grammar." - Phantom_rider.
----Stuff I've Made----

[This message has been edited by CheeZy monkey (edited 04-26-2003 @ 11:54 PM).]

posted 27 April 2003 00:05 AM EDT (US)     6 / 123  
posted 27 April 2003 00:13 AM EDT (US)     7 / 123  
Thats one way, the other way is to Read the FAQ

CheeZy ex-HG Angel
WildFire Games - Artist, Lead Scenario Designer, Game Designer for 0 A.D.
"But really, stop fighting and listen to CheeZy when he says use good grammar." - Phantom_rider.
----Stuff I've Made----
posted 27 April 2003 00:32 AM EDT (US)     8 / 123  
Cool CheeZy!

Byz
Tsunami Studios
"People are born to succeed, not fail." - Henry David Thoreau
posted 27 April 2003 01:15 AM EDT (US)     9 / 123  
woo some new features
wonder if you think I showed enough enthusiasm
posted 27 April 2003 01:51 AM EDT (US)     10 / 123  
This is exsacly what i needed to motervate me to move to AOM- Amazing job


Death wish
Member of Dragon Gaming Design Network
http://dgdn.net

Creator of "Life of a Mercenary"

posted 27 April 2003 03:13 AM EDT (US)     11 / 123  
man, for me thats better than all of es patches toguether!

cheezey monkey, ur today's national hero

now all i need to make good campaigns is a unit editor

posted 27 April 2003 03:35 AM EDT (US)     12 / 123  
yep yep he's the hero
there is an unit editor, but it changes the whole bit in ur computer.
tim says he'll write up a tutorial for changing unit hp tho, and that's another cool thing coming up

posted 27 April 2003 05:15 AM EDT (US)     13 / 123  
Great job Cheesy and reyk!! I'm looking forward to the next release...
posted 27 April 2003 05:27 AM EDT (US)     14 / 123  
THERE IS ONLY ONE THING I DONT LIKE ABOUT THIS PATCH.
You can walk on the new rock terrains.There not like the cliffs, you can walk on them.
Is this going to be fixed in version 1.2
posted 27 April 2003 06:36 AM EDT (US)     15 / 123  
You can fix it yourself if you edit the terriantypes.xmb in the textures > terrian folder. It's quite simple,

<type name="NonPassableLand" uiname="Rock" mapcolor="171 133 42" impassablewater="" impassableland="">
<uiclass uiname="Cliff">
<subtype>CliffA</subtype>
<subtype>CliffGreekA</subtype>
<subtype>CliffEgyptianA</subtype>
<subtype>CliffNorseA</subtype>

For the quick way just add the names of the new terrians to the bottom of the cliff code, then it will appear in that menu.

e.g.

<type name="NonPassableLand" uiname="Rock" mapcolor="171 133 42" impassablewater="" impassableland="">
<uiclass uiname="Cliff">
<subtype>CliffA</subtype>
<subtype>CliffGreekA</subtype>
<subtype>CliffEgyptianA</subtype>
<subtype>CliffNorseA</subtype>
<subtype>RockA</subtype>


Head of Arcane Studios
Project Leader Of The Middle Earth Mod
(Legends Of Middle Earth)

[This message has been edited by Kallo Mahtar (edited 04-27-2003 @ 06:39 AM).]

posted 27 April 2003 06:49 AM EDT (US)     16 / 123  
Yes, but that´s the way I haven´t done, because that terrain is not identifying as a new one then. But I could make another class "New Cliffs" or so!
posted 27 April 2003 07:50 AM EDT (US)     17 / 123  
Cheezy, that's sweet. Can't wait to to DL it. *dl's while typing reply* Great job to you and the other designers that helped out with the coding.

Inquizative - Founder of:Tsunami Studios
Come visit my RTS Projects Site
posted 27 April 2003 08:09 AM EDT (US)     18 / 123  
Great job guys, but do you remember who found the way to instantly change pitch?

Programmer on 0 A.D., author of Norse Wars, co-author of Fort Wars.
posted 27 April 2003 08:30 AM EDT (US)     19 / 123  
This makes designer's jobs much easier, thanks for taking the time Cheezy (and the rest of the folks)


.¸¸.· · .¸¸.·´ §hïvå | RágeOfHaemòn · .¸¸.· · .¸¸.·
« . ° ¤ Scenario Designer | Woad Creations ¤ º . »
posted 27 April 2003 08:53 AM EDT (US)     20 / 123  
Is there a way to convert files from the reg. editor to this one? I have been working on a scenario for about 2 weeks this time and it would be my 3rd time starting over again if there was no way. Would be save alot of time if there was.

The only trigger this is missing is Player acumulate resources "kills". I guess I just have to make my players play as norse then :P

CCz_Realn

[This message has been edited by CCz_realn2 (edited 04-27-2003 @ 08:56 AM).]

posted 27 April 2003 08:57 AM EDT (US)     21 / 123  
Is there any insight?

Realn
[url=[/url]
posted 27 April 2003 08:58 AM EDT (US)     22 / 123  
Hmm...nice.
posted 27 April 2003 09:14 AM EDT (US)     23 / 123  
CCz_realn2 - You don't have to do anything again, just open your scn in the new editor and edit around

.: Fire Giant :.

» AoMN.de staff member
» Member of the Mythological World Designers, the first German AoM Design Team.
» Member of the project 0 A.D. at Wildfire Games.

posted 27 April 2003 10:04 AM EDT (US)     24 / 123  
quote: The only trigger this is missing is Player acumulate resources "kills". I guess I just have to make my players play as norse then :P

what? is there a way to do it with norse somehow? have i missed something, cause ive been looking for a way to do this for a while.

posted 27 April 2003 10:25 AM EDT (US)     25 / 123  
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