Editor 42 0.3 Beta

Changes: * Added Object mode (F4): + It will now display static objects, control points, spawners, soldier spawns and trees. +...

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[quote]Changes: * Added Object mode (F4): + It will now display static objects, control points, spawners, soldier spawns and trees. + You can now add, delete, move, rotate, scale, flip and mirror static objects. + Left click to select, right drag to change, Return for properties. + Mouse Wheel or PageUp/PageDown for moving object up and down. + Insert for cloning selection. * Added a tool that fills the entire map with current layer. * Added undo capability on Heightmap and Material map. * Added color adjust layer for adjusting brightness, contrast and saturation, helps a lot for layers reuse. * Added geometry transform layer for translating, scaling and rotating layers and textures. * Editor42 will now adapt to provided texture space (textures don't need to be 1024 anymore) + They must all be the same size throughout the level though. * Editor42 will now adapt to provided worldsize (no more worldsize 4 times heightmap). * Material map no longer needs to be the same size as heightmap.

Minor changes: * Added arrow keys moving just like ASDW. * Changed some very ugly icons. * Changed init.con path structure . + editor.openLevel no longer needs a dummy parameter (xxx). + editor.path.level must no longer have $levelName. + Added editor.path.base config line referred as $basePath. + Added editor.path.texture config line. + Added editor.path.object config line. + Added editor.path.standardMesh config line. * Added dialog to easily reconfigure above directories. * Minimap now display static objects. * Minimap generation now uses hardware acceleration. * Maps without all ground textures can now be loaded anyway (Berlin). * Added editor.forceDefaultMesh config to disable mesh loading. * Added editor.display.objectMaxDistance to tweak max object distance. * Changed color when out of texture coordinate space to gray instead of red. * Added a progress dialog when performing lengthly operation. * Added a editor.display.fov option in init.con. * Texture layer name now defaults to texture file name.

Bug fixes: * Fixed color dialog picker always initializing on black. * Fixed road paver stuck to bell brush. * Fixed library list scrolling horizontaly rather than verticaly. * Fixed minimap brighting being too bright in some situation. * Fixed rem lines in editor's init.con corrupting the file when writing. * Removed an annoying debug message when loading texture layers. * Fixed non layer .txt truncating the layers library list. Was common with readme.txt.

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Download 'editor42-0.3-beta.zip' (566KB)

Readme
EDITOR42 README FILE

Version 0.3 BETA

* What's new in this readme file
  - Website address
  - Installation procedure changed since last version, read it carefully.
  - You are invited to read Changes in Version 0.3, right below the install procedure.



WEBSITE
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For additional help and content, please visit Editor42 Official Website at:
http://bfed.3dmax.org/



BEFORE STARTING
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Using this software means you agree with the disclaimer at the end of this document.

MAKE BACKUP OF YOUR FILES BEFORE USING THE SOFTWARE!!!



INSTALLATION
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READ CAREFULLY SINCE THIS SECTION HAS CHANGED.


- Uncompress this archive into any directory.

NOTE:
The provided init.con is a configuration file used by the editor, it must be in
the same directory as the editor itself. Do not use previous version init.con.

NOTE:
Provided library directory must be a subdirectory of editor42.exe directory.



- Makes sure your levels are all uncompressed in the same directory. It is
recommended that your directory's path end with \bf1942\levels\ with a base
directory in front so that it will be easier to unpack and repack them to and from RFAs.

Exemples with base = c:\bfdev
c:\bfdev\bf1942\levels\bocage
c:\bfdev\bf1942\levels\market_garden
c:\bfdev\bf1942\levels\my_level


- Your objects, standard meshes and textures should be located and located in the same
base directory as above.

Exemples with base = c:\bfdev
c:\bfdev\objects\
c:\bfdev\standardMesh\
c:\bfdev\texture\


- For displaying trees, make sure you converted the treemesh (.TM) to standardmsh (.SM).
The file names should be the same, except for the extension of course. Just drop these
with the shaders (.RS) in the standardMesh directory. Be aware that it could significantly
drop the frame rate.


NOTE:
Objects, texture and standard meshes need to be UNCOMPRESSED for Edito42
to display them correctly, else it will use default box model and texture.




DIRECTORIES REVIEW:
c:\bfdev\
This is the base directory. In config, $basePath will be replaced by this one upon opening.

c:\bfdev\bf1942\levels\
This is where your levels go.

c:\bfdev\objects\
This is where you uncompress OBJECTS.RFA files.

c:\bfdev\standardMesh\
This is where you uncompress STANDARDMESH.RFA files.
There should be no subdirectory in this one.
If you want to display trees, you must drop StandardMesh version of
them here, along with their shaders.

c:\bfdev\texture\
This is where you uncompress TEXTURE.RFA files.




- The first time Editor42 runs, it will ask for several directories. If you set
up your directories as above, you will only need to specify base directories,
all others will be set automatically like above. If you use some other directory
for storing uncompressed object, textures and meshes, change the other options
accordingly.

If you want to change these directories at a later time, go in File->Directories...




CHANGES - VERSION 0.3
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Changes:
* Added Object mode (F4):
  + It will now display static objects, control points, spawners, soldier spawns and trees.
  + You can now add, delete, move, rotate, scale, flip and mirror static objects.
  + Left click to select, right drag to change, Return for properties.
  + Mouse Wheel or PageUp/PageDown for moving object up and down.
  + Insert for cloning selection.
* Added a tool that fills the entire map with current layer.
* Added undo capability on Heightmap and Material map.
* Added color adjust layer for adjusting brightness, contrast and saturation, helps a lot for layers reuse.
* Added geometry transform layer for translating, scaling and rotating layers and textures.
* Editor42 will now adapt to provided texture space (textures don't need to be 1024 anymore)
  + They must all be the same size throughout the level though.
* Editor42 will now adapt to provided worldsize (no more worldsize 4 times heightmap).
* Material map no longer needs to be the same size as heightmap.


Minor changes:
* Added arrow keys moving just like ASDW.
* Changed some very ugly icons.
* Changed init.con path structure .
  + editor.openLevel no longer needs a dummy parameter (xxx).
  + editor.path.level must no longer have $levelName.
  + Added editor.path.base config line referred as $basePath.
  + Added editor.path.texture config line.
  + Added editor.path.object config line.
  + Added editor.path.standardMesh config line.
* Added dialog to easily reconfigure above directories.
* Minimap now display static objects.
* Minimap generation now uses hardware acceleration.
* Maps without all ground textures can now be loaded anyway (Berlin).
* Added editor.forceDefaultMesh config to disable mesh loading.
* Added editor.display.objectMaxDistance to tweak max object distance.
* Changed color when out of texture coordinate space to gray instead of red.
* Added a progress dialog when performing lengthly operation.
* Added a editor.display.fov option in init.con.
* Texture layer name now defaults to texture file name.

Bug fixes:
* Fixed color dialog picker always initializing on black.
* Fixed road paver stuck to bell brush.
* Fixed library list scrolling horizontaly rather than verticaly.
* Fixed minimap brighting being too bright in some situation.
* Fixed rem lines in editor's init.con corrupting the file when writing.
* Removed an annoying debug message when loading texture layers.
* Fixed non layer .txt truncating the layers library list. Was common with readme.txt.


DISCLAIMER
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This  software  is distributed  in  the hope  that it  will be  useful,  but
WITHOUT ANY WARRANTY;   without even the implied warranty of MERCHANTABILITY
or FITNESS FOR A  PARTICULAR PURPOSE.   In no event shall the author and its
suppliers be liable for compensatory, special, direct, incidental, indirect,
consequential,  or exemplary  damages, or  any damages  whatsoever resulting
from any loss or harm, whether claimed in an action of contract, negligence,
tort, or any  other action  under any  pertinent  law of  any  jurisdiction,
arising out  of or  in connection  with the use  of software, information or
data  found  herein,  generally or  on any  other  basis.   The user of this
software,  information or data,  through the act of usage,  agrees to assume
all risks,  expressly abandons  all claims against  this software's  author.


COPYRIGHTS
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This software may be distributed as long as it is preserved in its original
package. This software package can't be modified unless you have expressed
authorization from author.

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