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// I recently built a new worldeditor version with new features, so: Be a guinea

pig of mine and test it all!


// Info: (v23)
// -) 100% translated
// -) granny2.9
// -) F6 as Insert alternative
// -) many default features not present inside the worldeditor_en (probably, tha
t binary was taken out from an SVN long time ago and resource hacked) such as In
s for all regions and skyboxes
// -) WASD UPLEFTDOWNRIGHT to move around (+asynchronous diagonally movements)
// -) UP-LEFT-DOWN-RIGHT to move around*10 (+asynchronous diagonally movements)
// -) config file for few things
//
Output options by default
//
few others such as default WASD movement
//
whether or not Insert should let you go where you were before the press
//
no MAI dump when saving atlas
//
whether or not DevIL should compress and remove alpha from minimap.dds
//
whether or not loading .mdatr building heights
//
default textureset when creating maps
//
overlapped tabs
//
other stuff
// -) few bugfixes
//
default title app name
//
attempting to write to an empty textureset name when creating new maps
//
ViewRadius doubled every load&save
//
shadowmap.dds creation
//
assert when saving atlas
//
crash when adjusting height
//
many buffer under/overflows
//
*.mdc collision data saving (for game_test)
//
not checking output options when loading maps
//
water brush waterid bug (the id was increased until 256 each time the fu
nction was called; now it's based on the water height just like it should be)
//
init texture map reload map crash and last 2px always blank
//
if pack/property exists, it'll be read! (note: if found, the local prope
rty/ directory will not be considered!)
//
square shape even for up/down height brushes
//
add textureset texture button (+multiselection)
//
remove textureset texture feature (just selecting a texture from the lis
t and pressing DELETE)
//
creation of empty textureset with index -1 (changed to 0)
//
change baseposition button
//
misspelled stuff
//
skybox bottom image (nb: you also need a fixed launcher for this)
// -) created Background Music playback and Shadow Recalculate buttons
// -) created water height "set 0z", "+1z", "-1z" buttons
// -) server_attr generator
// Note:
// 0) there are no regressions in this version! a bug here means it'd also be pr
esent in older WE versions too!
// 1) the shadow output option is tricky: when UpdateUI is called, shadows are h
idden although the check is pressed (i implemented the shadow recalculate functi
on for that) #fixed since v11
// 2) the bgm player requires /miles and the fadein/out doesn't work until you l
oad the map
// 3) the adjusting height button works only if mdatr height is detected
// 4) the Debug version is laggy when working on maps such as n_flame_dungeon an
d n_ice_dungeon (by default, because SphereRadius are intensively checked in Sph
ereLib\spherepack.h)
// 5) if you load a map, the script panels (where you load .msa et similia) will

have the camera perspective a little fucked up (0z instead of -32767z or 0x 0y


-163,94z)
// 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!
// 7) the server_attr generator will clean all the unused flags! attr[idx]&=~0xF
FFFFFF8;
// 8) you can read files from pack/Index 'n stuff but be aware that Property wil
l not be considered! #fixed since v15
// 9) the MonsterAreaInfo features are laggy and buggy as fuck
// 10) even though you can select many textures at once (using ctrl+click on tex
tureset list; for brushing or initializing a base texture), you can't delete mor
e than one at the same time
// 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 up
date event
// 12) by default, the worldeditor tries to render only the first 8 terrain text
ures 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 2
x2 regions due a ymir cache fault and you need to set the camera to "see" them
// 14) when the textureset, environment, etc load fails, the old filename still
remains loaded
// 15) the attr flag "3" (three) has no implementation, so don't use it!
// TODO:
// A) look at more than 8 textures for region -> DONE
// B) create a shortcut to fix the #5 note -> DONE
// C) disable the radius <= GetRadius()+0.0001f check to fix the #4 note -> REJE
CTED
//
the worldeditor_en calls this assert and, if ignored, the lag ceases to
exist (this will not occur in source version)
//
at least, if the release version is not a problem for you, use that in t
hose few cases when .mse are abused and try to kill the debug one
// D) translation in more languages other than english -> REJECTED
//
english should be enough!
// E) alternative path for d: -> REJECTED
//
you can mount d as a subpath of c like this:
//
subst "d:\" "c:\mt2stuff"
// ### WE CONFIG FILE
VIEW_CHAR_OUTPUT_BY_DEFAULT = 1
VIEW_SHADOW_OUTPUT_BY_DEFAULT = 1
VIEW_WATER_OUTPUT_BY_DEFAULT = 1
// WINDOW_HEIGHT_SIZE = 1080
// WINDOW_WIDTH_SIZE = 1920
WINDOW_FOV_SIZE
= 45
// #100 = 1px (minimal px movement when pressing WASD)
WASD_MINIMAL_MOVE = 100
// came back from where you were before pressing Insert/F6
NO_GOTO_AFTER_INSERT = 1
// disable MAI dumps when saving atlas and/or pressing Insert/F6
NOMAI_ATLAS_DUMP = 1
// disable minimap.dds alpha saving and enable compression
NOMINIMAP_RAWALPHA = 1

// enable .mdatr height collision loading when moving on buildings or adjusting


terrain
DETECT_MDATR_HEIGHT = 1
// disable fog when loading maps
NOFOG_ONMAPLOAD = 1
// refresh all checkbox configurations when loading maps 'n stuff
REFRESHALL_ONUPDATEUI = 0
// set a default textureset when creating new maps
//
1) "" it's ok even though it's not displayed
//
2) it loads the filepath if exists otherwise fails
NEWMAP_TEXTURESETLOADPATH = "textureset\metin2_a1.txt"
// create a default textureset as "textureset/{mapname}.txt"
//
1) this option is not consider if NEWMAP_TEXTURESETLOADPATH filepath exi
sts.
NEWMAP_TEXTURESETSAVEASMAPNAME = 1
// ## SHORT-CUTs
// # ESC(ape)
// # Canc(el|Delete)
// # Ctrl+S
// # Ins(ert) or F6
// # F3
// # F4
// # F11
// # R
// # Z and X
// # CapsLock
// # L-Shift+1-6
ground
// # L-Shift+8
// # L-Shift+0
// # H
fix note 11)
// # Y
// # T
a note 13) then you'll

Clean cursor
Delete stuff such as selected buildings
Save map
Save shadowmap|minimap.dds
BoundGrid Show/Hide
Render UI Show/Hide
WireFrame Show/Hide
Reload Texture
Decrease/Increase Texture Splat by 0.1
Show GaussianCubic effect if shadows are displayed
Show TextureCountThreshold flags (&2-7) as colors on the
Set Max Showable texture to 8 (de-fix note 12)
Set Max Showable texture to 255 (fix note 12)
Refresh MDATR Heights (useful when you move an object) (
Set Perspective as default (fix note 5)
Set the Camera to catch all the object on the screen (w/
be ready to press Insert/F6

//
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//

#
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#

DO NOT HAVE AN OBJECT SELECTED


MouseWheel+1
move cursor
MouseWheel+2
move cursor
MouseWheel+3
move cursor
MouseWheel+4
move cursor
MouseWheel+5
move cursor
MouseWheel+6
move cursor
MouseWheel+7
move cursor

//
//
//
//
//

#
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#
#
#

MouseWheel+Q
MouseWheel+9
MouseWheel+0
MW+RSHIFT+9|0
MW+RCONTROL+9|0

WHEN USING THOSE SHORTCUTS (MW1-7)


x rotation
y rotation
z rotation
height base (1x)
height base (0.5x)
height base (0.05x)
ambience scale (1x)

move selected object height base (1x)


move selected object x position (1x) (+asyncronous)
move selected object y position (1x) (+asyncronous)
as above but *10x (+asyncronous)
as above but *100x (+asyncronous)

// # MouseLeft
// # MouseRight

Insert Objects
Move camera (it could require CTRL too)

// # SPACE

Start move/selected animation in Object/Effect/Fly CB

// # ESC

Stop animation in Effect/Fly CB

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