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Old 11-26-2011, 03:13 AM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Draenin View Post
Will this work on terrain maps?
Stefan uses some special licensed generator to render 3D terrain, something I would never be able to emulate. Also, the terrain gmaps don't store level data.

At least because of the nature of 3D terrains using the GraalEditor's mapping function the maps don't end up looking too bad.
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Old 11-26-2011, 04:40 AM
DustyPorViva DustyPorViva is offline
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New update, and I think as far as features go I'm done. I can't think of much more to add.

New Features
> The choice to disable or enable rendering and parsing(meaning quicker generation) of NPCs. It will still scan for addtiledefs.
> Saving of checkbox options as well now.
> Addition of error logging, you can find the logs in errorLog.txt if anything goes wrong. It will write a stack trace under the level it encountered the error in, and attempt to narrow it down to a specific function.
> Definitions for join classes. You can now assign images, and even ganis, to join classes. When the parser encounters a join command it will scan ClassImages.txt for the appropriate information to render the NPC. Check the text file for more information.
> Fixed more bugs pertaining to parsing. If you were having problems with it hanging on specific levels this should help. Before it was trying to parse specific variables(this.dir = 2) but was also detecting modifiers like this.dir += 2; and encountering parsing problems, causing it to hang. Fixed it by only allowing = and no operation characters to the left or right.

Edit: Okay, finally got it all sorted(I hope). I think that makes all features complete, and only debugging left to do, and hopefully I've gotten rid of a lot. When most of the bugs are fixed I'll have Crono update the original post with explanations and such and the latest files.
Attached Files
File Type: zip NW2PNG2.0.zip (246.7 KB, 1866 views)

Last edited by DustyPorViva; 11-26-2011 at 07:13 AM..
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