Staredit Network

Staredit Network -> StarForge -> Suggestions
Report, edit, etc...Posted by Robi on 2005-03-12 at 15:44:19
QUOTE
SCXE removes all sprite placement/extended placement, so I get pissed when I have to add ALL of it again.

That's why SCMIE has been created i think. (DLDB)
Report, edit, etc...Posted by LethaL on 2005-03-14 at 16:49:02
blink.gif That's cool, I never really thought SCMIE did all of that. smile.gif nvm then. cool1.gif
Report, edit, etc...Posted by Chronophobia on 2005-03-17 at 14:51:19
The Load/Save Triggers function
Report, edit, etc...Posted by Heimdal on 2005-03-17 at 15:34:15
I guess the first post wasn't really clear. I'm looking for new ideas in this thread. If a feature has obviously been thought of (i.e. the buttons are there) but hasn't been implemented, then it's not really a new suggestion. I know there are a lot of these unimplemented features that are important to a lot of people, but I'm just asking for suggestions for new things in here.
Report, edit, etc...Posted by Navilin on 2005-03-17 at 21:00:30
New suggestion's',

1. Custom size/shape brushs (Ive asked for this befor ever got an answer)
2. Brushs of units. Have a palatte which the person can place on then make the same pattern they made bigger.

3. A preview fog, But wait, Make it so it applies fog for what it will be in game. So if there is a trigger which gives a player vision in game, read that and show the results in the map editor.

4. Add boxes which display the current players upgrades/abilities ect... (Make it so they can be viewed and changed more easilly.

5. Maybe add a file/readme that discribes what a sprite looks like in game, and what it does.

6. I dont know if this is possible or if its just random but, Make it so units can be placed facing a certain direction?

7. A custom "Map Revealer" set up? Kinda like the custom unit brush. Have input for how far each reveal is from the other height, lenght.

8. Pre-attached addons. (I think you said you were going to do this last time I asked but I've forgoten.

9. A brush "flipper" basiclly a thing that transfers a brush so it is facing the oppisite direction.

If you need any clerification pm me.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-18 at 00:39:23
1. If you right click the tiles in custom brush editor window you can remove the tile from the brush. Essentially creating a custom shape.

2. Good idea, what about sprites? Or A custom brush for multiple things like terrain and units. (I was saying the same thing to SI earlier this week)

3. It would be better be able to select multiple players to view the fog all of them at once. But I doubt something like that would happen. You wouldn’t want to base it off of triggers because you don’t really know the conditions of the triggers. Do you do it only for triggers that are intended to fire from the start of the game? Or for each time the action is used?

5. lol Why don’t you write one... What it does, Like crash or not, or are you referring to animated sprites? Wouldn’t it be more useful to suggest that the sprites be animated like they are in the game so you could directly see them?

6. I really doubt that is possible and even if it is you would need special triggers to keep them facing that direction. And if your going to do that you don’t need to start them facing out a specific direction. (Edit now that i think of it, if it was possalbe heimdal would of already done it, you know how it has all those unknown properties)

7. Are you saying change the distance that a map revealer can see? Can’t be done sorry.

9. That’s a unique idea. Of course you know the tiles won’t be flipped? Just rearranged.



That reminds me here is another custom brush idea. Make it so the custom brush can snap to the grid. This will allow users to create a large pattern of tiles easier. Like for an example. You create a 4x4tile pattern you want to repeat over the whole map. Then you could change the grid to a 128x128 and it would snap every 4 tiles. (of course you would have to round the custom brush snap to the nearest 32pixels cause you can’t misplace tiles)
Report, edit, etc...Posted by Clokr_ on 2005-03-18 at 07:55:34
QUOTE(Navilin @ Mar 18 2005, 03:00 AM)
New suggestion's',

1. Custom size/shape brushs (Ive asked for this befor ever got an answer)


Bolt_Head answered that; just use the custom brushes window to modify them.

QUOTE(Navilin @ Mar 18 2005, 03:00 AM)
2. Brushs of units. Have a palatte which the person can place on then make the same pattern they made bigger.


That's an old idea that is in the to do list. When heimdal planned custom brushes he wanted to add units and sprites to them too.

QUOTE(Navilin @ Mar 18 2005, 03:00 AM)
3. A preview fog, But wait, Make it so it applies fog for what it will be in game. So if there is a trigger which gives a player vision in game, read that and show the results in the map editor.


An editor can't know if the conditions are going to get executed or not and when. However, what heimdal could do is, if fog of war preview is done, add a window to select wich players you want to see the fog of war of. Kinda like SC's one in replays.

QUOTE(Navilin @ Mar 18 2005, 03:00 AM)
5. Maybe add a file/readme that discribes what a sprite looks like in game, and what it does.


What do you mean with what it does? Its animation?
And for how it looks like you could just place one in a map and look at it ingame.
Crashes cant be detected and they might change after every patch, so the file may become obsolete soon.

QUOTE(Navilin @ Mar 18 2005, 03:00 AM)
6. I dont know if this is possible or if its just random but, Make it so units can be placed facing a certain direction?


It cant be done. However, there are some units that always face the same direction when the map starts. I think its a SC bug.

QUOTE(Navilin @ Mar 18 2005, 03:00 AM)
7. A custom "Map Revealer" set up? Kinda like the custom unit brush. Have input for how far each reveal is from the other height, lenght.


What do you mean? For fill the map with X unit placing them each X, Y tiles?
You could just set up the grid and place them manually.

QUOTE(Navilin @ Mar 18 2005, 03:00 AM)
9. A brush "flipper" basiclly a thing that transfers a brush so it is facing the oppisite direction.


Not all the tiles can be flipped and it would need extra work, but yes, it would be cool tongue.gif
Report, edit, etc...Posted by Navilin on 2005-03-18 at 18:38:38
1. Can you modifi very large brushs? I thought you couldnt maybe I dont see it.

5. I mean a file which bescribs if the units disappears/crashs/what it looks like. (You could do this by looking in game but it be nice to have a list to refer to.

7. I mean way to make your own custom map reveals in a certain pattern. I.E. you input a certain lenght, then specify how often a map reveal is placed.

I.E. length 100, Height 100, 5over5down=mapreveal. (If you dont understand that I can explain further)

Thanks for the information!
Report, edit, etc...Posted by Heimdal on 2005-03-18 at 18:47:24
For the map revealers, you could do that with the array placer. Select a unit from the tree view, then right-click twice on the map and select Array. Use rectangular array, set the center, rows, columns, and spacing, and filled. Click OK.
Report, edit, etc...Posted by RexyRex on 2005-03-18 at 20:05:44
Integrate PROEdit protection with SF.
I know that sounds a bit far-fetched, but it'd make SF's protection a lot better.
Report, edit, etc...Posted by Navilin on 2005-03-19 at 11:49:19
New Idea,

Select who's units you want to delete? That be nice so you dont delete units for someone you dont want to.
Report, edit, etc...Posted by Tuxedo Templar on 2005-03-19 at 23:23:59
  • Make brushes translucent when placing them (so you can see what's under them before placing).
  • Remove the white transparent tiles on brushes when placing them (they look ugly and if there's large sections of them its hard to align when you can't see through them).
  • Make the Undo option remove whole brushes instead of tile by tile (tedious with large brushes... especially if they hit the undo limit).
  • Option to make new ISO terrain brushes out of custom-made brushes (for instance, so I could use my blending set to make grass that is placable in water and with rocky borders around it when placing on dirt, etc.)
  • Trigger sorting and catagorizing in an explorer-style list view, with possible sortion catagories like:
    • Default chk trigger order
    • # of conditions
    • # of actions
    • Player owner (staredit's default)
    • Sort by classes (see below)
    • Sort by the value of a given counter in the conditions or actions list (will need to be specified, but could be very useful for certain mass triggers)
    • Sort alphabetically by trigger comments
  • Trigger classes: A system to group triggers that allows you to give them dynamic properties to ease in mass trigger production and organization. Properties can include:
    • A class-specific set of conditions or actions to be automatically given to all triggers belonging to that class.
    • A system to define math functions to calculate the values of specific counters in the actions or conditions of a class's triggers (one of my old ideas for Trigger Happy Editor, which I think is also Yoshi's "Mathematical Triggers" idea).
    • Allow triggers to belong to multiple classes, and thus inherit the different sets of properties from each.
  • Show some kind of indication in the trigger list (flags, icons, fonts, colors, etc.) of when a trigger is Never, Always (without other conditions), or Preserved (or not). Improves readability.
  • Allow "tight" ISO terraining, such that instead of requiring a full isometric square of asphalt to preceed a structure (like normal staredit and scmdraft's ISO), you can instead place the asphalt right up against the structure as close as the tiles will allow.
I dunno which of those have been suggested before or not, but that's just some I can think of off the top of my head.
Report, edit, etc...Posted by Cole on 2005-03-19 at 23:54:38
Well im bored but I've got a few suggestions.

I was thinking, how about an actual tile selector. I mean you know what wouldn't be half bad for trigger editing.

How about being able to orginize triggers into folder and a drag&drop interferance.
Though this may require a new filetype just for the folders so you don't loose what triggers to into what folders.

But you know heimdal, before we get into new ideas and things I think we should still work on just making all the features that currently do not work.

Like,
-Unit Sight Raidus(Option)
-Pylon Aura(Option)
-Show Locations(Option, while not in Location Mode)

But overall the Trigger Editor.
Using a folder system would really help alot of mappers. You could really orginize your triggers. A nice drag&drop interferance.

QUOTE
Allow "tight" ISO terraining, such that instead of requiring a full isometric square of asphalt to preceed a structure (like normal staredit and scmdraft's ISO), you can instead place the asphalt right up against the structure as close as the tiles will allow.

I think I know what you mean. Like Raised Jungle cannot be placed close to High Jungle, while water can be placed right next to it.
Using what you want Raised Jungle could be placed just as close as water can.
That would infact be quite nice.
Report, edit, etc...Posted by Heimdal on 2005-03-20 at 01:42:11
QUOTE(Min @ Mar 19 2005, 11:54 PM)
I was thinking, how about an actual tile selector.  I mean you know what wouldn't be half bad for trigger editing.
I don't really know what either of these sentences mean.

QUOTE
-Show Locations(Option, while not in Location Mode)
This feature has been working for more than a year.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-20 at 18:58:36
QUOTE(Heimdal @ Mar 18 2005, 05:47 PM)
For the map revealers, you could do that with the array placer.  Select a unit from the tree view, then right-click twice on the map and select Array.  Use rectangular array, set the center, rows, columns, and spacing, and filled.  Click OK.
[right][snapback]167740[/snapback][/right]


Err wait a minute does 2.2 feature Arrays?


QUOTE(Navilin @ Mar 19 2005, 10:49 AM)
New Idea,

Select who's units you want to delete? That be nice so you dont delete units for someone you dont want to.
[right][snapback]168110[/snapback][/right]


This is why I always try to push the idea of 'selection filters' Where you can filter your selection to include or exclude units of a specific type or belonging to a specific player.

A Simple example would be wanting to select alot of unit when there are map revealers over and around them. You could filter out the selection of map revealers and select all the non map revealer units. This feature would also solve your probom because you set your filter to only include units owned by a specific player. Then once you have them selected delete them.
Report, edit, etc...Posted by Clokr_ on 2005-03-20 at 19:03:49
QUOTE((U)Bolt_Head @ Mar 21 2005, 12:58 AM)
Err wait a minute does 2.2 feature Arrays?
[right][snapback]169028[/snapback][/right]


Seems so... I just wonder why it was never writen in the 2.2 new features list.
Report, edit, etc...Posted by Cole on 2005-03-22 at 20:00:47
QUOTE
I don't really know what either of these sentences mean.

Opps I rewrote it a few times and forgot to delete em.

QUOTE
This feature has been working for more than a year.

Well opps. Still finish the other features that arn't working.
Report, edit, etc...Posted by Tuxedo Templar on 2005-03-23 at 08:00:07
So... I guess my earlier suggestions won't work then?
Report, edit, etc...Posted by Heimdal on 2005-03-23 at 09:02:05
Most if not all of them will. I only usually respond to things that aren't possible or have already been done or thought of.
Report, edit, etc...Posted by Navilin on 2005-03-23 at 09:44:42
Heimdal, heres one I just thought of. Ok since SE-xtra cant load certain properties/settings/sprites could you make it so when a map is saved you can either choose to save a sperate file containing all non-compadable information which can be reloaded when you want? (I dont me a copy of the map, I mean some sort of file containing those properties/settings which could be reloaded by starforge kinda like a refresh button). I think this would be a good feature and would help some map makers cut down production time's'.

Thanks Navilin
Report, edit, etc...Posted by Clokr_ on 2005-03-23 at 11:16:14
QUOTE(Navilin @ Mar 23 2005, 03:44 PM)
Heimdal, heres one I just thought of. Ok since SE-xtra cant load certain properties/settings/sprites could you make it so when a map is saved you can either choose to save a sperate file containing all non-compadable information which can be reloaded when you want? (I dont me a copy of the map, I mean some sort of file containing those properties/settings which could be reloaded by starforge kinda like a refresh button). I think this would be a good feature and would help some map makers cut down production time's'.

Thanks Navilin
[right][snapback]170895[/snapback][/right]


There is already a program taht does that called SCMIE and anyway I think that heimdal already has that in the to do list tongue.gif
Report, edit, etc...Posted by Navilin on 2005-03-23 at 16:24:54
I didnt about know that, anyways having things in one editor is a very nice feature. Thanks for the information clokr
Report, edit, etc...Posted by pimpinelephant on 2005-03-23 at 18:46:31
I love SF but it does have a few problems/bugs that need fixing. The "Save Warning" that pops up every time you start a new map is really annoying. The ISOM is really messed up. The options for the triggers don't work either, like the "Move Up/Down/To Top/To Bottom" options and the "Load/Save Triggers ..." options and such. The "Show Creep/Pylon Aura/Unit View Range" options on the top toolbar don't work as well. The "Resize Map" option in the "Tools" menu also does not work. These are all the problems/bugs that I have found, SF would really become a much, much better map editor if you could fix these please. I think SF triggers are much easier because you don't have to search for the trigger, you can just type it in and your done.
Report, edit, etc...Posted by Heimdal on 2005-03-23 at 20:23:01
QUOTE(LethaL @ Mar 12 2005, 02:54 PM)
Move Up/Move Down and Move To Top/Move to Bottom in the Trigger Menu. I can't organize my triggers in SF, so I normally do triggering in SCXE. However, SCXE removes all sprite placement/extended placement, so I get pissed when I have to add ALL of it again.
[right][snapback]163207[/snapback][/right]



QUOTE(Chronophobia @ Mar 17 2005, 02:51 PM)
The Load/Save Triggers function
[right][snapback]166901[/snapback][/right]



QUOTE(Heimdal @ Mar 17 2005, 03:34 PM)
I guess the first post wasn't really clear.  I'm looking for new ideas in this thread.  If a feature has obviously been thought of (i.e. the buttons are there) but hasn't been implemented, then it's not really a new suggestion.  I know there are a lot of these unimplemented features that are important to a lot of people, but I'm just asking for suggestions for new things in here.
[right][snapback]166931[/snapback][/right]

Report, edit, etc...Posted by Navilin on 2005-03-23 at 20:37:20
PPPPPPPPwned by heimdal!
Next Page (2)