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Pokeditor - The P3D map editor | testing build available

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DracoHouston

Kolben Developer
Contributor
That doesn't work for me. If I edit the mapfile itself it works fine, but in the editor I am not allowed to type decimals. They don't convert either, the editor ignores the ","(written as "." in the code) and turns 0.275 to 257 - floating trees
weird. thats a pretty bad bug to have :x
 

DracoHouston

Kolben Developer
Contributor
Can I change the block texture for just one side of the block?
i dont know ECACTLY how you do it, but you can change textureindex

entities that can have more than 1 texture (not NPCs or floors, floors have 1 texture and NPCS take a different subtag entirely) so you enter textures like say
[0,0,16,16][16,0,16,16]
then in textureindex theres a load of 0s like
[0,0,0,0,0,0,0,0,0]
anyway those tell the draw code this triangle uses this texture, and this one uses this texture etc. to use the second texture its 1 instead of 0,i cant tell you exaclty what each place in that array points to but theyre triangles, play with it a bit and you'll get something like this

there are 2 triangles per side
 

JojoP

Pokémon Ranger
0.0.0.0.0.0.0.0.0.0 -> 1.1.2.2.3.3.4.4.5.5
1 - left side
2 - front
3 - back
4 - right side
5 - top

This applies when the Player has Xplayer>Xblock and Zplayer = Zblock

that means that [16,32,16,16][32,0,16,16] ... the first [...] describes the 1.1 texture, I think. And the second describes all others.
 

Saruish

Dragon Tamer
Well as it turns out I cant open two of the roms using advance maps. But that ok. i can open the rest up so i'll be working on those.
Edit:nvm... I realise ...I could screenshot and recreate stuff XD.Which I will be doing on the ruby destiny:LoG rom hack seeing as there texture of things there that arent on the site I got them from.lol Idk why I love the destiny hacks ...but they are interesting...but heck are alot harder then the original ruby game..
 

DracoHouston

Kolben Developer
Contributor
0.0.0.0.0.0.0.0.0.0 -> 1.1.2.2.3.3.4.4.5.5
1 - left side
2 - front
3 - back
4 - right side
5 - top

This applies when the Player has Xplayer>Xblock and Zplayer = Zblock

that means that [16,32,16,16][32,0,16,16] ... the first [...] describes the 1.1 texture, I think. And the second describes all others.
nice

i really want brushes like old fps games had, which are just arbitrarily sized rectangular prisms, that can have a texture with different alignments and scales per face. if it didnt collide and could execute scripts on entry like script blocks you could do all kinds of things with them. also we really need rotation to be a single array instead of an integer so things can be rotated on all axis in fine increments
 

DracoHouston

Kolben Developer
Contributor
I can´t use '.' because editor give me error
what a pain in the arse :( maybe i can make a new function for handling converting a single to a string, that checks if the decimal separator got messed up after doing the normal .ToString call and fixes it up. is this just a problem when it tries to save the map? could you make an entity in the editor and hold ctrl and press c with it selected and paste it here, a position other than 0,0,0 to look at would be ideal, but i'd like to see what it does to the tags. its hard to test this stuff when it Just Works on my machine

another option is to just have all properties on the edit properties window be string type, and parse and separators i need myself. doesnt solve everything if the damn things actually saving tags wrong
 

DracoHouston

Kolben Developer
Contributor
the rec and rec array style fields are actually strings which get parsed when you finish editing them and it figures out the values like the map loading does, because it was hard to use existing types to do it. i can probably reuse that code

i think i wanna rewrite the whole damn editing process, it started out simple but by the time i was supporting all the tiny special cases it became a mess. im going to make a selection container that sorts tag stores and finds common values to display. i may have to inherit the property grid control and see if i can just make it better for this job. i found a few bugs that i want to fix first though and try and get around the separator stuff
 

John

Trainer
I found the problem ...
If I use '.' from keyboard the editor give me error but if I copy and paste '.' character in the editor it works
 

DracoHouston

Kolben Developer
Contributor
i worked on goldenrod gym for about half an hour tonight and ran into some issues

-converting a floor to anything would mangle the textures in entity fields. this happened because i got that working them merged the properties for Texture on floors and Textures on everything else except NPCs (who don't use rectangles, those are hard coded to animate it the same way across systems that won't see your map data). i was changing the entity type then asking it for its textures, and to give me a different one if its a floor, but it was already not a floor as far as my code was concerned, and would give a blank value, making it so you had no textures when it converted. then the textures property would act weird about it. should be fixed
-converting an existing entity to a step block would set entity id to StepBlock, but those are just called Step for some reason. there was some confusing because i call them stepblocks internally, step is a vb keyword so can't name a class that. anyway it changes the entityid subtag correctly now
-auto save was saving both the backup AND the map, so you had no control over when to save, ooops. fixed too

any big problems other than the decimals thing people found?
 
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