Dispatches from the frontlines of zone editing

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RangerPL
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Re: Dispatches from the frontlines of zone editing

Postby RangerPL » Tue 29 Jul 2014 19:30

I'll do some more today.

Sorry for bailing on you :S
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The W:AB Noob
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Re: Dispatches from the frontlines of zone editing

Postby The W:AB Noob » Sun 17 Aug 2014 05:51

Sorry for disturbing you guys who are hard at work with map editing, but can I just confirm some questions inside of my head for my and other people's reference (even if I think I know the answer)? As of right now, is it possible or are there plans to:
- Add spawning points for specific zones
- Delete entire sectors
- Edit the amount of income per zone
- Change the default starting zones
- Rename the zone (not using ZZ_Win.dat)
- Draw new border for zones and have it work in-game
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Re: Dispatches from the frontlines of zone editing

Postby Hob_Gadling » Sun 17 Aug 2014 15:42

The W:AB Noob wrote:Sorry for disturbing you guys who are hard at work with map editing,


That is one theory. I have other theories.

- Add spawning points for specific zones
- Edit the amount of income per zone
- Change the default starting zones
- Rename the zone (not using ZZ_Win.dat)


These are already doable (sectors still stick with the ABC name model, however).

- Delete entire sectors
- Draw new border for zones and have it work in-game



This would require some effort. If there's someone who knows his kd-trees and triangle meshes, now's a good time to speak up.

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Re: Dispatches from the frontlines of zone editing

Postby The W:AB Noob » Sun 17 Aug 2014 23:44

Hob_Gadling wrote:
The W:AB Noob wrote:Sorry for disturbing you guys who are hard at work with map editing,

That is one theory. I have other theories.

What is that supposed to mean?

Also, I forgot to add one thing on the list - is it possible to change the reinforcement spawning point?
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Re: Dispatches from the frontlines of zone editing

Postby Hob_Gadling » Mon 18 Aug 2014 10:38

The W:AB Noob wrote:Also, I forgot to add one thing on the list - is it possible to change the reinforcement spawning point?


I think everyone has concentrated their attention towards drinking beer and looking at girls, rather than hex editing.

And yes, this is already possible. Everything that isn't related to the actual position of a zone is defined in NDF. The big hurdle is figuring out how the actual zone location is defined, as opposed to the graphical representation of it (which is also already known). My guess for the time being is that zones are split into triangle meshes which are then stored into kd-trees for quick lookup. Someone would need to look at the actual hex and try to figure out whether the data actually fits this model. If not, then its back to figuring out what's a good model for doing this sort of thing.

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Re: Dispatches from the frontlines of zone editing

Postby Scanny » Fri 12 Sep 2014 12:35

Any progress on this? Can you release the tool or something?
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Re: Dispatches from the frontlines of zone editing

Postby smyljr » Sat 13 Sep 2014 02:34

Looking through all these pictures, my mind fills with possibilities... I wish all of you who've given your time to this good luck, in all of your endeavors :twisted:
:mid-match connecting(matchmaking), LoS bubble(Ruse), interchangeable loadouts, moving in formations different ranges for altitudes, 1$ price increments, tank/copter ecm, 5/6 weapon slots, and 10 player deathmatch nukemode

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Re: Dispatches from the frontlines of zone editing

Postby The W:AB Noob » Thu 18 Sep 2014 06:45

Hob_Gadling wrote:
- Add spawning points for specific zones
- Edit the amount of income per zone
- Change the default starting zones


These are already doable (sectors still stick with the ABC name model, however).

Please Hob, can I have some instructions on how to do this, now that I unlocked the campaign maps?
(viewtopic.php?f=187&t=42266&start=580#p680246)

I looked everywhere in NDF_Win.dat
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Re: Dispatches from the frontlines of zone editing

Postby Hob_Gadling » Fri 19 Sep 2014 01:20

The zone data in in leveldesign.scenario inside datamat.dat. Some handwork is required as the mod tool can't deal with files of that type. Cut the NDF part separate, edit, paste it back.

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Re: Dispatches from the frontlines of zone editing

Postby The W:AB Noob » Fri 19 Sep 2014 02:23

Hob_Gadling wrote:The zone data in in leveldesign.scenario inside datamat.dat. Some handwork is required as the mod tool can't deal with files of that type. Cut the NDF part separate, edit, paste it back.

Now we're talking!

I'm trying to test out what all of this means, what do you mean by 'paste it back'?


EDIT: Dang, it looks like I have to make a new class to make starting zones. Any way to do that?
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