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Old 24/04/2018, 10:37 PM   #41
Kwarde
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Default Re: Fusez's Map Editor (Version 3) [Dynamic Categories] [Improved] [Best of Version 1&2 Combined]

Quote:
Originally Posted by Cauezin View Post
How i change the keys offset edit key? i don't have numpad
Open the GTA SA settings menu and change it at the controls there (redefine controls -> onfoot settings (perhaps vehicle settings aswell)).
I used to change them to IJKL (num 4 (arrow left)->J, num 2 (arrow down)->K, num 6 (arrow right) -> L, num 8 (arrow up) -> I).
It's like the well known WASD controls but then more to the right
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Old 28/04/2018, 05:20 AM   #42
LegendAbdullah
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Default Re: Fusez's Map Editor (Version 3) [Dynamic Categories] [Improved] [Best of Version 1&2 Combined]

mapedit/anim/func.pwn(31) : error 017: undefined symbol "db_get_field_assoc_int"
mapedit/anim/func.pwn(42) : error 017: undefined symbol "db_get_field_assoc_int"
mapedit/anim/func.pwn(66) : error 017: undefined symbol "db_get_field_int"
mapedit/texture/func.pwn(5) : error 017: undefined symbol "db_get_field_assoc_int"
mapedit/texture/func.pwn( : error 017: undefined symbol "db_get_field_assoc_int"
mapedit/texture/func.pwn(30) : error 017: undefined symbol "db_get_field_int"
mapedit/texture/func.pwn(127) : error 017: undefined symbol "db_get_field_assoc_int"
mapedit/texture/func.pwn(139) : error 017: undefined symbol "db_get_field_assoc_int"
mapedit/font/func.pwn(40) : error 017: undefined symbol "db_get_field_assoc_int"
mapedit/font/func.pwn(51) : error 017: undefined symbol "db_get_field_assoc_int"
mapedit/font/func.pwn(64) : error 017: undefined symbol "db_get_field_assoc_int"
mapedit/model/func.pwn( : error 017: undefined symbol "db_get_field_assoc_int"
mapedit/model/func.pwn(16) : error 017: undefined symbol "db_get_field_assoc_float"
mapedit/model/func.pwn(1 : error 017: undefined symbol "db_get_field_assoc_float"
mapedit/model/func.pwn(20) : error 017: undefined symbol "db_get_field_assoc_float"
mapedit/model/func.pwn(22) : error 017: undefined symbol "db_get_field_assoc_float"
mapedit/model/func.pwn(24) : error 017: undefined symbol "db_get_field_assoc_float"
mapedit/model/func.pwn(26) : error 017: undefined symbol "db_get_field_assoc_float"
mapedit/model/func.pwn(2 : error 017: undefined symbol "db_get_field_assoc_float"
mapedit/model/func.pwn(30) : error 017: undefined symbol "db_get_field_assoc_float"
mapedit/model/func.pwn(32) : error 017: undefined symbol "db_get_field_assoc_float"
mapedit/model/func.pwn(34) : error 017: undefined symbol "db_get_field_assoc_float"
mapedit/model/func.pwn(113) : error 017: undefined symbol "db_get_field_assoc_int"
mapedit/model/func.pwn(124) : error 017: undefined symbol "db_get_field_assoc_int"
mapedit/skin/func.pwn(5) : error 017: undefined symbol "db_get_field_assoc_int"
mapedit/skin/func.pwn(90) : error 017: undefined symbol "db_get_field_assoc_int"

Compilation aborted.Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase


26 Errors.

While compiling :/
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Old 04/05/2018, 04:39 PM   #43
Tensor
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Default Re: Fusez's Map Editor (Version 3) [Dynamic Categories] [Improved] [Best of Version 1&2 Combined]

Everything is cool with this editor, which includes editing, texturing, simple UI. But why there is no option of delete GTA SA objects? A map editor loses it's pride without this ability, Please try to work on it in the next update.
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Old 21/05/2018, 04:11 PM   #44
RedFusion
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Default Re: Fusez's Map Editor (Version 3) [Dynamic Categories] [Improved] [Best of Version 1&2 Combined]

A new patch has been released!
The map editor now features removebuilding support.

When updating to this patch, remember to also update your mapedit.db.
Please be aware that your categories will be reset when doing so.
There will be a script for migrating the building data to your current mapedit.db in the near future.
If you want to keep your categories, then wait for this script.

Quote:
* RemoveBuilding support has been added.

* Sometimes the ped dies when in camera mode, the player now gets their camera mode re-applied properly. Bug fixed!

* Toolbar tweaked a bit to fit in buildings.

* Credits added for building data array.

* mapedit.db modified, building data has been added.

* Select Object, Vehicle, Pickup, Actor has been tweaked, it used to not react when clicking the modelid column. Bug fixed.

* Added variables & messages when saving, loading and reseting the map. It now issues a message regarding how many objects, vehicles, pickups etc has been saved / loaded / reset.

* PositionFromObjectOffset renamed and modified to PositionFromOffset

* Fixed indentation

+ More

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Last edited by RedFusion; 01/06/2018 at 02:43 PM.
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Old 21/05/2018, 10:03 PM   #45
Risq
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Default Re: Fusez's Map Editor (Version 3) [Dynamic Categories] [Improved] [Best of Version 1&2 Combined]

Really nice update!
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Old 22/05/2018, 09:50 PM   #46
RedFusion
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Default Re: Fusez's Map Editor (Version 3) [Dynamic Categories] [Improved] [Best of Version 1&2 Combined]

Quote:
Originally Posted by Risq View Post
Really nice update!
I'm glad you like it!

Quote:
Originally Posted by RedFusion View Post
There will be a script for migrating the building data to your current mapedit.db in the near future.
If you want to keep your categories, then wait for this script.
This script i was talking about can be found here, it will migrate the data of all buildings into your mapedit.db.
See Here: https://github.com/fusez/Map-Editor-V3-BuildMigrator
Download Here: https://github.com/fusez/Map-Editor-...ive/master.zip
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Old 01/06/2018, 09:31 AM   #47
Tensor
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Default Re: Fusez's Map Editor (Version 3) [Dynamic Categories] [Improved] [Best of Version 1&2 Combined]

Thanks, I was waiting for this. Great job!
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Old 01/06/2018, 11:40 AM   #48
Sasino97
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Thumbs up Re: Fusez's Map Editor (Version 3) [Dynamic Categories] [Improved] [Best of Version 1&2 Combined]

Great job.
I have a suggestion that you may consider:

Exportation and loading of raw data
Why?
  • Scripts are cleaner and clearer, easier to read
  • Data is separated from the logic, a good programming habit
  • Lower time required to compile
How?
You could make that all your edits on the map are exported in a raw text format such as
Code:
1294 1244.2343 2491.0222 24.5442 0.0000 0.0000 15.2152
to a text file.

Then you could create a simple loader based on sscanf which reads back all the data and loads it into the server.
This should be put inside an include file, which the user will add to his gamemode script.
PHP Code:
file fopen(nameOfFile);
while(
fread(fileline))
{
    if(
sscanf(line"iffffff"modelxyzrxryrz))
        continue;
    
CreateDynamicObject(modelxyzrxryrz);

I currently use a loader like this to load any kind of resources instead of compiling thousands of line of code, but I can't find any editor that exports raw data except JernejL's.

I see that you have a map file management system, but I don't know whether this is used only by your script or it can be integrated with other's gamemodes.
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Old 01/06/2018, 02:21 PM   #49
RedFusion
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Default Re: Fusez's Map Editor (Version 3) [Dynamic Categories] [Improved] [Best of Version 1&2 Combined]

Quote:
Originally Posted by Sasino97 View Post
Great job.
I have a suggestion that you may consider:

Exportation and loading of raw data
Why?
  • Scripts are cleaner and clearer, easier to read
  • Data is separated from the logic, a good programming habit
  • Lower time required to compile
How?
You could make that all your edits on the map are exported in a raw text format such as
Code:
1294 1244.2343 2491.0222 24.5442 0.0000 0.0000 15.2152
to a text file.

Then you could create a simple loader based on sscanf which reads back all the data and loads it into the server.
This should be put inside an include file, which the user will add to his gamemode script.
PHP Code:
file fopen(nameOfFile);
while(
fread(fileline))
{
    if(
sscanf(line"iffffff"modelxyzrxryrz))
        continue;
    
CreateDynamicObject(modelxyzrxryrz);

I currently use a loader like this to load any kind of resources instead of compiling thousands of line of code, but I can't find any editor that exports raw data except JernejL's.

I see that you have a map file management system, but I don't know whether this is used only by your script or it can be integrated with other's gamemodes.
In the beginning this map editor used to have separate map files, and the raw data file was used for loading maps just like you're suggesting.
  • mapname.project containing raw data
  • mapname.export containing copy-paste data

I do agree that the compile time would probably decrease a bit.
And reading the code would be way easier.

But when the map editor is able to load "script-ready" lines, then users can just create a textfile in their mapfolder, copy-paste their map in there and start editing.

If the mapeditor were to load raw data, then players would not be able to edit maps that they found or made elsewhere. (except if there was a map converter made especially for that format of raw data, but that would decrease the user friendlyness of this editor!)

And to answer your last question - I made this map loader specifically for this map editor, but it should be quite easy to integrate it into other scripts.
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Old 01/06/2018, 02:57 PM   #50
TheOmnitrix
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Default Re: Fusez's Map Editor (Version 3) [Dynamic Categories] [Improved] [Best of Version 1&2 Combined]

Quote:
Originally Posted by RedFusion View Post
A new patch has been released!
The map editor now features removebuilding support.

When updating to this patch, remember to also update your mapedit.db.
Please be aware that your categories will be reset when doing so.
There will be a script for migrating the building data to your current mapedit.db in the near future.
If you want to keep your categories, then wait for this script.




Nice job!
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