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gerwin

Alternate TFD Terrain Tilemap editor/viewer

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Thanks you Gerwin, now its works perfectly, as a suggestion if possible, add a button to save current map without exiting.

greetings,JaBo

I will try to at least allow saving without exitting.

 

v0.79 was up for a while in different forms, it now has the following changes:

- Uses backbuffer in memory for smoother scrolling.

- Redefined export keys and options.

- Can export an image of the tilemap with the embossed heightmap as an overlay.

- Can export the three Planning Maps: 512, 1024 and 2048 pixels wide. (I would like to know what info should and should not be in the planningmaps... )

- some small improvements

 

below the smallest of the three planningmaps, GermanyCE. I decided to put text only in the larger two planningmaps.

post-32175-0-51376900-1323562992.gif

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Very good tool for sure. You game tool makers are more rare than FM makers I think.

 

Looking forward to your upcoming versions. Now if you can make it so you can use a mouse with it and click and drag on a target item and be able to save that change in the target.ini..................awesome.

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I concur, the tool is pretty awesome. Gave it a go the other day, with the target areas/objects viewed on the actual tiles, zoom functions and planning map export, makes it a very useful tool.

Thanks for the effort Gerwin :clapping:

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Very good tool for sure. You game tool makers are more rare than FM makers I think.

 

Looking forward to your upcoming versions. Now if you can make it so you can use a mouse with it and click and drag on a target item and be able to save that change in the target.ini..................awesome.

 

 

Target placement edits on the fly? Wow now that would be amazing.

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Hey, Gerwin.

 

I was messing around with that HFD option... pretty neat :ok:

 

Is there a limit to the size of the height field that can be edited?

 

I've been alright with most 2000x2000 Height Maps, but some that I am working with are MUCH larger...

 

And TFDViewer says it cannot load, so therefore, no 'M' key :dntknw:

 

...Is there any way you can increase the threshold, if there is one?

 

 

 

 

 

SidDogg

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...Is there any way you can increase the threshold, if there is one?

SidDogg

 

For me it is very easy to increase it. Only the memory usage goes up a little, should not be a problem really.

What Width/Height do you want to work on?

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... :diablo:

 

... 16. Million.

 

KILOMETERS :minigun:

 

#ahem 4000x4000? :grin:

 

 

 

 

 

 

 

SidDogg

Edited by SidDogg

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No, Seriously. :dntknw:

 

It's not a joke...

 

...or a bump, for that matter.

 

 

 

 

 

SidDogg

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You can do that yourself...

 

just dance with TFDTool.INI..... #selfexplanatory :ok:

 

 

 

 

 

SidDogg

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SidDogg, I uploaded v0.80 which should work with 4000x4000 tilesets.

This has not been tested though, the biggest terrain on my PC is 750x750.

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just dance with TFDTool.INI..... #selfexplanatory :ok:

 

 

:drinks: Awesome, thank you mate!

 

 

Edit: Wow, just discovered the height editing at max zoom. Can raise/lower ground in 4x4 divided tiles, with increments (pgup/pgdown)

Simple but beautifully designed Gerwin :good:

Edited by PureBlue

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SidDogg, I uploaded v0.80 which should work with 4000x4000 tilesets.

This has not been tested though, the biggest terrain on my PC is 750x750.

 

...Just tested it for ya :grin:

 

No dice, though. :sorry:

 

4000x4000km does translate to 8000x8000 pixels.

 

...at least that's the size of my heightmap BMP. maybe that's what I meant...

 

see what I'm sayin? :dntknw:

 

 

 

 

 

SidDogg

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might be time to start learing the TE, Sidd.

 

must test the HFD edit function!! need to add the Ozarks.....

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It kicks rear if your terrain's not larger than life :haha::good:

 

I'm just hoping there is a way to do it one day...

 

 

 

 

 

SidDogg

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...Just tested it for ya :grin:

No dice, though. :sorry:

4000x4000km does translate to 8000x8000 pixels.

SidDogg

I tried to increase it again, but things are starting to freak out!!!??

Compiler errors at 8000 tiles. Empty dialogs at 6000 tiles. 2000x2000 tiles and 4000x4000 tiles gave no such problems.

So I don't know what to do yet...

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Alright, man.

 

Just letting you know...

 

Tile editing works like a champ! :good:

 

Terrains like that are a doozie :ok:

 

I intend to make it work. :yes:

 

If you need anything with this, let me know. I'll do my best.

 

 

 

 

SidDogg

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...Hey. I had another question.

 

I don't mean to come across as demanding, but...

 

Have you thought of making TFDViewer read 1x1km tiles?

 

Now THAT'S a super-detailed terrain! :haha:

 

 

 

 

 

SidDogg

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With the possible inclusion of support for a mouse in the future. Could you make it so you could put a pointer over the map and hit a key or mouse click to capture that position. This is something that I could use in the creation of routes. To go even further, perhaps to leave a dot and line trail of the route that is being created.

 

Its almost 2012.... can always ask right?

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Its almost 2012.... can always ask right?

It is noted, actually I already thought of adding mouse coordinates before. I just have to add it in someday...

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Gerwin,

 

Many tips of the hat to you for all your hard work on this excellent tool.

 

May 2012 be a great year for you.

 

KRFRGE

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Happy New Year 2012.

 

I have been working this overtime today. Have found great benefit of the TAB with the target name, offset and target ID number. Quite invaluable. I have been using this with Kreelin's Mission Editor to place targets. I have your TE open to cycle the targets and get their name and ID. Make the change in the targets offset in the target_data.ini, save it, re-select and open the map in the KME and watch the target move. The ability to grab a target in your editor and drag it around would be awesome.

 

I have a problem trying to flatten one of the airfields I have in for Victoria BC. It close to the shore and goes from 0 height to the airfield height I set at 50 meters. It shows in your TE height map mode at 50 meters, TKs TE at 50 meters but every time I take off, its bumpy. Took it down to 10 meters to see what happens now.

 

Looking forward to more features. Keep up the good work.

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don't place airfield within 1 tile of the coast -- they'll never flatten correctly (even in the TE). Unless you extract the height bmp, and "paint it flat" manually (way too much work, and often makes it worse)

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It worked out for some reason reducing to 10 meters all over the field fixed it. No slopes. Hey Gerwin, when you make the heights, can you make it on top of any airfield graphics? Makes it easier when they are covering them up from runways. Thanks.

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