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Posted

here is a beta shot of program i have beet workin on. i fairly confident i can complete the rest of the program now that i have it loading the map. blum.gif

 

what will it do?

 

it will allow you to load up a level, and scroll around it on a 1 to 1 aspect. with just a default tile for all the tiles to increase speed. then you will be able to set up an image like a brush, and happyly go around your map plopping in images. it will allow you to set all the aspects of the ini for the current brush. snaping to a 16x16 grid or not.

 

you will be able to zoom sum like you can almost see the whole map here, but for now, all adding images will be done 1 to 1.

 

another thing im going to try is to build in a highcolor bmp replacer.

 

ive got a pretty good handle on the lvl File now(with some help from around the net) and should have no problems pluggin a high color bmp in front of all the tile data.

 

its not as fast as ssme at loading so far, but still i plan on this program shaving hours of tedious ini crap.

 

it wont have any tile features or any of that, strictly lvz images, i should have it outputing ini lines in a week or so. and maybe building lvz's some time in the future.

 

what im really after is just the fast image replacemnet. and ultra quick making the ini lines needed to place things.

 

im pretty confident i will get this to work. or i wouldnt be showing it. hehe

http://www.sscentral.com/zignotzag/LVZMscreen.jpg

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Posted

Heres how its come along during my little vaca. back to work monday! woot.

 

the brush window is where you will select your images. and tell the program what layer and if its a animation.... all that junk.

 

the LVZ window will display a list of all the objects youve added. and let you check for duplicate entries. well ill prolly automate that come to think of it.

 

anther thing im going to add is something like a second tileset sort of thing. where you can add new 16x16 tiles to a collection and use them sorta like regular tiles.

 

refresh the pic if nothing looks new since the last one.

 

Progress

Posted

It should be ready to use pretty quick at the rate its going. plus i just made a deep change that made it alot faster. it should rival ssme for speed. but ya never know well see. smile.gif im not ace programer. im just doing this cuss im deving this MG stuff, and i learned what its like to add lots of lvz image with my Just about totaly lvz zone chaos evo. and i just never want to do that again....ever. anyone thats done it knows.

 

oh ya and i should be able to add screen objects, i knew i was forgeting somthing.

 

if i t perfoms like it has so far ill make it show the right tiles. would be nice to see your tiles while your adding things. or at least add it in as a default option.

Posted

Speed

 

VB 6 blum.gif

 

so that map took "around" 4 seconds to draw the entire thing, at this point its drawing even the off screen parts. when all is said and done remeber it only has to draw what is on the screen( loop in the thousand , not one million). so do the math, of course itll take a bit more to draw the actual images in....but not enough to outweigh only having to loop as many times as tiles are on the screen.

 

and thats the one of the biggest maps in ss you will most likely come across my super leet WD race :D 356k

Posted

Oooh, think you can have 32-bit tile support?

 

i think so, it will all depnd on weather or not ss will actually even use em.

 

Or how about more tiles?

 

you will be able to have as many tiles as you want, in a way.

 

my main goal now is to have it load up standard ini's and show the map the way it would be shown in game. thatll take a bit formating the read on that.

 

you will be able to browse previews of images. before you start using em, and you will be able to see them when placing them. and then after they are placed.

 

thems the plans. anyhow. proggie might be a bit of a mem hog. but...i dun care. hehe most editors are, load up unrealed sometime.

 

im mainly concetrating on it working at 1024x768 and 1600x1200. fer now.

Posted

1500! woot! thats some dedication. B)

 

and in case it makes you feel any better. this proggie will have prolly 10 times that many lines. granted they are alot more fun to type in, and not so tedious(mostly). heh.

Posted

more like move around and click to place.

 

Just about got it reading a quite large inifile of mine.

 

heres my plan,

 

you open a map.

 

you open a ini file, just the main map one for now blum.gif the one with all the IMAGE's in it and all the map objects. worry about screen objs later. then it loads all that up into some structs that i can use, sort and all that. the path of the ini is then where the editor is going to look for all the images when it needs to display them.

 

also, all of those exsiting images get added as default brushes that you can cycle through with a click, also then it knows that when you add a new brush, what image# to give it in the ini when saving a new ini.

 

well see. ;)

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