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Posted

If you right-click in the LVZ Library, and choose 'Add image', you'll get a new wizard-ish form to add images. You can create new definitions of images already in your lvzs, or can import a new image from a file, and it will create the image definition for you. It will also create the lvz file if you don't have any; or you can choose to put your image in a new lvz file anyway. You can also make it put the file in a different lvz than the definition.

 

You can test it... I mean, I was able to add a couple of images, but it's far from being stupid-proof... so if you make it do stupid things, it will do stupid things and probably crash blum.gif

 

The 'Default settings' part of the form would be to set a default layer for that image

Posted (edited)

Hey guys smile.gif nice to see some more work, hope exams/school/work etc went

well during ur time away from this project...

 

Im glad that you've created a wizard to make LVZ more user friendly for the LVZ novices,

atm its a bit confusing trying to add and do most lvz things in DCME without prior knowledge

of the inner workings of LVZ itself and even then, yeah we're lazy so uhhh...

 

< edit >

Im blind... am i not Samp?

< / edit >

 

Large scale tiling with lvz?

 

Example:

Background image is selected and u can press a button to tile it as the entire map background?

This used to be a painful experience when calculating and doing this manually for an LVZ ini smile.gif

 

 

If you can impliment this then DCME will have the greatest

functionality of all the map editors currently in the community.

 

frantics.gif

Edited by RiiStar
Posted

Dude... that's already possible...

 

noob blum.gif

 

Look at the screenshot Drake posted; on the right, these are LVZ images and I can use them just like tiles

Posted
The whole point of drawing lvz as tiles is because it's very flexible and you can do about anything you can do with them like tiles. It's more the management of those lvz's that's being redone so lvz can be added/removed easily
Posted (edited)

Yes, that is the point, never intended it to seem that i was saying otherwise.

The large auto tiling for backgrounds was just a handy tool from CLT is all.

 

And i totally agree that the Management of the LVZ is the biggest focus, user friendliness is the goal for a newbie to use.

In a perfect world teaching them about how LVZ actually works is better because they gain a through knowledge of how it does what it does...

People that i've taught in the past i've gotten the basics of lvz ini's down with them before letting them use an editor/tool just for that reason.

Edited by RiiStar
Posted

A small 'what are LVZs' article would be nice...

 

showing the structure of a LVZ file, how it can be used, etc.

 

LVZ
|
|-Files
|
|-Images
|     |-File
|     |-Animation settings
|
|-Mapobjects
|     |-Image
|     |-Position on map, layer
|     |-Mode (trigger)
|     |-Display time
|
|-Screenobjects
     |-Image
     |-Position on screen, layer
     |-Mode (trigger)
     |-Display time

 

This shows a bit what depends on what; a nicer version of this could be useful

Posted (edited)

Hmm.. this improvement gave me an idea. What about HUD view too? See how the lvz line up there too. Would save alot time making your HUD pretty and testing for new stuff if the radar near objects are on place and stuff and nothign gets on the way? ;)

Just an idea.

 

Edit: Just on the side not.. Any chance you would need icons or graphics for dcme?

Edited by The Unliked One...
Posted

I was thinking of a screenobject editor, it would be pretty nice indeed. Well, it could be integrated in the test map thing instead... you'd see your graphics around. It already uses custom ship graphics from the LVZ files of your map; it could use custom disp.bm2 and stuff like that. We'll have to fix the physics of that thing first, though, it's pretty bugged.

 

And icons... we always need icons blum.gif

Several icons we used are kind of ugly and/or they were made very quickly and could be improved. If you see some icons yourself that could be improved, and make some, we'll take them smile.gif

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