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-   -   Online Level Editor (https://forums.graalonline.com/forums/showthread.php?t=63801)

Maniaman 01-29-2006 11:13 PM

Online Level Editor
 
1 Attachment(s)
I have been doing some work on the online level editor that Stefan made.

Currently supports creating new levels, opening levels (basically warps you to a level), and reading of level links.

I plan to add support for modifying and adding level links soon, although that will be difficult since you have to go through the entire level as plain text and modify a certain line to add links.

Yes, I'm aware that some of the GUI Profiles are incorrect. It would be nice if there was a list of default profiles for basically every GUI Control.


What features would some of you like to see implemented?

Skyld 01-29-2006 11:31 PM

I'd love to be able to place NPCs in smaller steps than whole tiles, i.e. placing an NPC at (30.5, 30.25). This was previously mentioned somewhere else, but it's a good idea.

haunter 01-30-2006 12:36 AM

Features already included in the Offline Editor.
  • Right clicking and dragging a selection on the level copies the selection.
  • Double left clicking a tile makes that tile into the default (or background) tile
  • Right clicking on the level when there is no selection bucket fills the tile your cursor is on, plus any adjacent tiles of the same kind with the default tile.
  • Selector lines snap to tile grid
  • Some sort of simple NPC placing/editing system... For doors, lights, misc graphics and the like
  • If not already: Editing levels that have maps
  • Copy, Cut, & Paste
  • Right clicking an NPC duplicates it
  • The ability to show/hide NPCs
  • Double clicking, or move the cursor on top of (in map mode) a level link automatically opens that level.
  • Tabbed browsing
That's all I can think of right now, it's been a while since I've used a level editor (offline or online)

New features that do not exist on the offline level editor.
  • A check box for 'NPC grabbing'. If checked any NPCs who's X/Y is in a selection of tiles gets dragged along with that selection of tiles when they're moved.
  • Zoomed out editing (When in map mode) Allows you to zoom out an view several levels at once when in map mode... This probably isn't possible, but I figure it's worth a mention.
  • Better selector: Holding shift allows you to add onto a current selection of tiles. Holding Ctrl allows you to subtract. (Much like Photoshop's marquee tool)

That's all that I could think of off of the top of my head... Some things might not be clear, if something isn't clear just let me know and I will try to clarify. :)

Maniaman 01-30-2006 01:41 AM

1 Attachment(s)
Some nice ideas. I will try to implement some of them. I will try to add most of the offlien editor features to the new editor.

Quote:

Zoomed out editing (When in map mode) Allows you to zoom out an view several levels at once when in map mode... This probably isn't possible, but I figure it's worth a mention.
I don't think this is possible.


The level link list/link details is now coded. Still have not added actual changing of the link data.
I am trying to keep the OLE similar to the old level editor in some ways. (see attachment).

Maniaman 01-31-2006 02:22 AM

1 Attachment(s)
I have created the GUI for listing signs and the GUI for editing signs.

Also, I do not plan to add support for old graal baddies and chests, as most servers do not use the classic systems.

Ajira has been helping me with some things, and is working on getting sign loading working. The screenshot is just some test text.

Comments/Suggestions?

haunter 01-31-2006 03:19 AM

Looking good. :) Will you be adding in customization of the windows? Colour/alpha?

Maniaman 01-31-2006 03:55 AM

Hmm... Might be able to add that. Low on the priority list though.

Samurai_X2689 02-03-2006 03:26 AM

Quote:

Originally Posted by haunter
Looking good. :) Will you be adding in customization of the windows? Colour/alpha?

couldnt you just do that by changing the profile and makeing the img yourself?

Yen 02-03-2006 03:38 AM

1 Attachment(s)
I was working on one, but I got pissed off at not being able to figure out how Stefan converted tiles to the two-letter format used in .nw files and scrapped it.
:(

Jackel9 02-03-2006 03:56 AM

Wow the level editor script is so Difficult.
I havent met anybody who have mastered it yet.

Eagle 02-03-2006 05:09 AM

Nice man. I agree with shadowless though, it would be really cool to add some features as in the offline editor, suck asright clicking and copying the tile(s) and such.

jake13jake 02-03-2006 05:19 AM

Quote:

Originally Posted by Maniaman
I have been doing some work on the online level editor that Stefan made.

Currently supports creating new levels, opening levels (basically warps you to a level), and reading of level links.

I plan to add support for modifying and adding level links soon, although that will be difficult since you have to go through the entire level as plain text and modify a certain line to add links.

Yes, I'm aware that some of the GUI Profiles are incorrect. It would be nice if there was a list of default profiles for basically every GUI Control.


What features would some of you like to see implemented?

You're not impressing me -_-. But hey, you know the gui functions and I'm never going to touch them.

It's pretty easy to do the level links if you can load the lines of the file.
just insert the line:
LINK levelname x y width height newx newy
after the newline character if the line before is the last one that starts with BOARD. Of course, remember to make a new line break after that. Level links are by far the simplest insertion feature because they only take one line.
Quote:

Originally Posted by Yen
I was working on one, but I got pissed off at not being able to figure out how Stefan converted tiles to the two-letter format used in .nw files and scrapped it.
:(

Well, we all know J4 is the blackness tile. The easiest way to tackle this problem would be to copy and paste the tileset into a level, and then load the level into an array filter.

One question, however, does the online editor directly load pics1.png? It should be broken down into two graphics unless Stefan made exception for the image size limitation in GUI objects.

haunter 02-07-2006 04:37 AM

Quote:

Originally Posted by Samurai_X2689
couldnt you just do that by changing the profile and makeing the img yourself?

No idea... I'm not much of a scripter.

Anyway, I'm still very interested in this. Please! Keep posting about your progress. :)

xAndrewx 02-07-2006 10:48 AM

Looking nice MM.
Just wondering, when you place a tile, will it save to that level or once you update it will it be the origional? That's a problem with the current online level editor.

ApothiX 02-07-2006 06:58 PM

Quote:

Originally Posted by xAndrewx
Looking nice MM.
Just wondering, when you place a tile, will it save to that level or once you update it will it be the origional? That's a problem with the current online level editor.

updateboard2 x,y,width,height; saves level board modifications if serveroption savelevels=true (serverside)

Yen 02-07-2006 09:44 PM

I'm pretty sure it's impossible to save NPCs.
In order to permanently add NPCs, you have to overwrite the level as text.
If you overwrite the level as text, it has to be updated.
If you update the level, the tile changes will be lost, since it takes a few minutes for updateboard2 to actually save.
I gave up, because I couldn't figure out how to save the tiles into the level. :/

Skyld 02-07-2006 10:03 PM

Quote:

Originally Posted by Yen
I'm pretty sure it's impossible to save NPCs.
In order to permanently add NPCs, you have to overwrite the level as text.
If you overwrite the level as text, it has to be updated.
If you update the level, the tile changes will be lost, since it takes a few minutes for updateboard2 to actually save.
I gave up, because I couldn't figure out how to save the tiles into the level. :/

Local caching. ;)

Admins 02-07-2006 11:02 PM

Hmmm could also add some scripting function for instant saving so its not lost on update-level.
May be I can add my wishes too:
- make it possible to use the path-scripts (sand path etc.), we eventually need to modify the scripts slightly?
- for adding links to other levels it would be interesting if you could mark a place for linking and then on the other place, when opening the online level editor, you can just link to the marked position, without typing numbers or so

xAndrewx 02-08-2006 09:02 AM

That's a good idea, for a new offline editor.

jake13jake 02-08-2006 05:12 PM

Quote:

Originally Posted by Stefan
Hmmm could also add some scripting function for instant saving so its not lost on update-level.
May be I can add my wishes too:
- make it possible to use the path-scripts (sand path etc.), we eventually need to modify the scripts slightly?
- for adding links to other levels it would be interesting if you could mark a place for linking and then on the other place, when opening the online level editor, you can just link to the marked position, without typing numbers or so

It would be quite awesome if there were a path-script for cliffs. I'm tired of having to edit everyone's cliffing.
It would also be quite awesome if you could create a new link with a script function, kindof like in the way you put a bomb.

Inverness 02-09-2006 12:24 AM

Quote:

Originally Posted by Yen
I'm pretty sure it's impossible to save NPCs.
In order to permanently add NPCs, you have to overwrite the level as text.
If you overwrite the level as text, it has to be updated.
If you update the level, the tile changes will be lost, since it takes a few minutes for updateboard2 to actually save.
I gave up, because I couldn't figure out how to save the tiles into the level. :/

Wouldn't you just reapply the tile changes after updating the level? And the tile changes would save into level right?

jake13jake 02-09-2006 12:55 AM

well.. what would make sense would be to enable making creating level links and signs from NPCs, and then a sort of levelsave() function. It would also be good if you could also create an NPC of "classname" or no class.

What would be the most awesome is if you could, in the level file, if it could interpret some kind of syntax like

IL CLASSNAME params[0][0] params[0][1]
IL being in line
or

CLASSNAME params[0][0] params[0][1]
params[1][0]
params[1][1]
params[1][2]
CLASSNAMEEND

Like, with level links

LINK levelname x y w h newx newy

where the params are loaded both serverside and clientside, and the class can handle initialization outside of their events... or perhaps load the params in the event created perhaps?

It would make stuff a lot more readable in text files, and probably a lot easier for tile editing. Like, if lights were made into a class

LIGHT imagename x y zoom r g b a

and then you could have like a sort of dropdown menu for hiding different groups of NPCs. Would be so useful (although you can already detect joined classes, I think this would be especially useful for editing as text, which I do a lot of)


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