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[Release] WorldEditor ReMIX

Discussion on [Release] WorldEditor ReMIX within the Metin2 PServer Guides & Strategies forum part of the Metin2 Private Server category.

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Old 07/23/2014, 09:40   #16
 
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Quote:
Originally Posted by dogi4321 View Post
The Shadowmap is buggy....why?
This sort of imprecision occurs when you put a building/tree between two regions (256x256)
// we remix

// we en



v16!
Code:
+fix
// 	square shape even for up/down height brushes
+update note
// 6) few tree objects are not movable and/or highlightable after placed on the ground and their selection is invisible (you can still delete 'em)
// 	trick: draw a square selecting a normal building and 'em, then move the building and you'll see all of 'em will be moved!
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Old 07/23/2014, 12:58   #17
 
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Quote:
Originally Posted by lollo_9_1 View Post
This sort of imprecision occurs when you put a building/tree between two regions (256x256)
Could this be fixed in the game source since it is due to the Metin2 behaviour and not the WE I guess ?
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Old 07/23/2014, 15:56   #18
 
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Quote:
Originally Posted by Summex View Post
Could this be fixed in the game source since it is due to the Metin2 behaviour and not the WE I guess ?
I looked at the original snown map and the shadowmaps were correct. It's just a common problem of all the WE versions. (probably, the problem is the same as the base map texture issue where the last 2x2 px were blank)


v18!
Code:
+fix
//  add textureset texture button (+multiselection)
//  remove textureset texture feature (just selecting a texture from the list and pressing DELETE)
//  creation of empty textureset with index -1 (changed to 0)
+update info
// 10) even though you can select many textures at once (using ctrl+click on textureset list; for brushing or initializing a base texture), you can't delete more than one at the same time
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Old 07/23/2014, 17:08   #19
 
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Hey remix, thanks for your version its amazing.
But i'm having a bug with an existing map made with other release from world editor
Check the video:

P.S: It's not bugged textures etc, i test on my old release and works.

Regards
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Old 07/23/2014, 18:01   #20
 
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Quote:
Originally Posted by Pedr0caz&Saddler View Post
Hey remix, thanks for your version its amazing.
But i'm having a bug with an existing map made with other release from world editor
P.S: It's not bugged textures etc, i test on my old release and works.

Regards
ReMIX doesn't refer to a nickname ahah
By the way, you can't use more than 8 textures inside a 32x32 px sector (so, that blank square is large 32x32 px) even though metin2launch.exe can read 'em w/o any problems. (common we "bug"/limit)
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Old 07/26/2014, 18:07   #21
 
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v19!
Code:
+fix
//  change baseposition button
//  misspelled stuff
+update info
// 11) the .mdatr height is tricky; if you move a building, the height will not be refreshed until you put a new building or whatever you want to trigger the update event
+shortcuts
// # H   Refresh MDATR Heights (useful when you move an object) (fix note 11)
// # Y   Set Perspective as default (fix note 5)
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Old 07/26/2014, 19:25   #22
 
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Very good ! Nice project
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Old 07/27/2014, 14:20   #23
 
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Very nice, keep up the good work!

The only bug I found is about creating atlas/minimap. It's still not perfect at all.
(1st is made with your version, 2nd is with the original)

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Old 07/27/2014, 18:52   #24
 
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wrote in a private message, wait for download links
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Old 07/28/2014, 02:50   #25
 
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Quote:
Originally Posted by RoxaLyssa View Post
Very nice, keep up the good work!

The only bug I found is about creating atlas/minimap. It's still not perfect at all.
(1st is made with your version, 2nd is with the original)

Did you turn on shadow output? It works ok
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Old 07/28/2014, 12:32   #26
 
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Quote:
Originally Posted by LovecKrys View Post
Did you turn on shadow output? It works ok
Of course. It's turned on automatically. But not just the shadows are the problem, some of the objects aren't seen on the minimap either. But many of the areas are good, and many of them not. And the graphic of the heights are really strange.
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Old 07/28/2014, 12:44   #27
 
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Quote:
Originally Posted by RoxaLyssa View Post
Of course. It's turned on automatically. But not just the shadows are the problem, some of the objects aren't seen on the minimap either. But many of the areas are good, and many of them not. And the graphic of the heights are really strange.
Original Map , WorldEditor Map
The shadows are "OK". (it depends on your daylight!)

The only problem is the object visualization in the first 2x2 sectors. (common we bug; you can also see the objects inside the area, -128 x +128 px, you currently are when you press Insert; this is why the generated minimaps by the we_en are "half" bugged)
So, how to fix it? Just change the camera rotation like this.
Result:
Now, I'll try to set this perspective when pressing Insert by default.

The texture color is "different" because 3-4 years ago the terrain textures were different. (greener and blurer)
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Old 07/29/2014, 12:47   #28
 
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v20!
Code:
+update note
// 12) by default, the worldeditor tries to render only the first 8 terrain textures of a 32x32px region (nb: a 1x1 map is a 256x256 px region)
// 13) the minimap rendering cannot catch the buildings/trees inside the first 2x2 regions due a ymir cache fault and you need to set the camera to "see" them
+shortcuts
// # L-Shift+8 Set Max Showable texture to 8 (defix note 12)
// # L-Shift+0 Set Max Showable texture to 255 (fix note 12)
// # T Set the Camera to catch all the object on the screen (w/a note 13) then you'll be ready to press Insert/F6
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Old 07/29/2014, 13:18   #29
 
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Hi, can u send me the last version?
I can't send u a PM

Regards
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Old 07/31/2014, 00:35   #30
 
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I found a bug, when i will save (ctrl+s) the program stopped, also by the control+z (back) comand alsou the program stopped working.

Sorry for my bad english
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lollo_9_1, metin2, metin2 map editor, server_attr generator, worldeditor


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