mapmaker online
Moderator: Moporators
mapmaker online
wrote this script long tiem ago but not sure if somebody here knows about it o_O.
So here goes the short description.
Teh main target of uisng this script surely is getting maps for levels. =)
Teh main link to use is:
http://mapmaker.hoyler.net/online/?link=<link>[&width=<width>][&zoom=<zoom>][&drawobj={0;1}]
link - obviously link to certain level.
width - map width needed. Cant be less than 297px or so.
zoom - teh number, probably with fraction, not sure. zoom=1 (deafult) - elma-navigator zoom, zoom=10 - natural level size in elma.
If neither width nor zoom is set, script will choose either default zoom or default width (297px). Pretty random. ^__^
If both width and zoom are set then script ignores the zoom.
drawobj - by default script draws real objects (kilahz, apelz, flowahs and biek) instead of colored dots (liek in elma navigator). If you dont like it you can set drawobj to 0. If you like it, but for some unknown reasons script draws dots, force it to draw objects by setting drawobj to 1.
The result will be definitely png picuture. Error pages can be though but sure it doesnt matter. =)
Links sampels:
http://mapmaker.hoyler.net/online/?link ... SkP001.lev
http://mapmaker.hoyler.net/online/?link ... &width=500
http://mapmaker.hoyler.net/online/?link ... ev&zoom=10
http://mapmaker.hoyler.net/online/?link ... &drawobj=0
Of course feel free to write here bug reports and anej suggestions. But don't hope that i will response it =) because i visit lauta rare.
If you want to use my siet in your project (i.e. site or program) plz contact me somehow.
And yep there is some argument to cut off information in the top of the picture but i dont remember it. noinfo=1 or smth else. dunno.
So here goes the short description.
Teh main target of uisng this script surely is getting maps for levels. =)
Teh main link to use is:
http://mapmaker.hoyler.net/online/?link=<link>[&width=<width>][&zoom=<zoom>][&drawobj={0;1}]
link - obviously link to certain level.
width - map width needed. Cant be less than 297px or so.
zoom - teh number, probably with fraction, not sure. zoom=1 (deafult) - elma-navigator zoom, zoom=10 - natural level size in elma.
If neither width nor zoom is set, script will choose either default zoom or default width (297px). Pretty random. ^__^
If both width and zoom are set then script ignores the zoom.
drawobj - by default script draws real objects (kilahz, apelz, flowahs and biek) instead of colored dots (liek in elma navigator). If you dont like it you can set drawobj to 0. If you like it, but for some unknown reasons script draws dots, force it to draw objects by setting drawobj to 1.
The result will be definitely png picuture. Error pages can be though but sure it doesnt matter. =)
Links sampels:
http://mapmaker.hoyler.net/online/?link ... SkP001.lev
http://mapmaker.hoyler.net/online/?link ... &width=500
http://mapmaker.hoyler.net/online/?link ... ev&zoom=10
http://mapmaker.hoyler.net/online/?link ... &drawobj=0
Of course feel free to write here bug reports and anej suggestions. But don't hope that i will response it =) because i visit lauta rare.
If you want to use my siet in your project (i.e. site or program) plz contact me somehow.
And yep there is some argument to cut off information in the top of the picture but i dont remember it. noinfo=1 or smth else. dunno.
Domovoy first asked me if I wanted to add it in battlebot, but I decided not to. Either way, you can add this script for example in your remote, and it should give a link to this map viewer thingie when a new battle starts.
Very untested and crappy, feel free to improve it:
Very untested and crappy, feel free to improve it:
Code: Select all
on *:text:*http*:#battle: {
if (($nick == battlebot) && ($regex(cock,$1-,/.*(http.*)\s.*/))) {
echo #battle $+(http://mapmaker.hoyler.net/online/?link=,$regml(cock,1),&width=500)
}
}
Prestigious member of 14.6x Tutor14 club
yeah i really like the idea and elma.ru is very a convinient place for battles with this script. why would you not approve it for battlebot like that? it should be desided by the rest of battle community, not just the one person imo.
Download Movies: Elma - External Ways. Part 1 --- Mini-Movie LL36 --- Mini-Movie #01 --- Mini-Movie #02
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- Kuski
- Posts: 336
- Joined: 10 Jan 2004, 23:31
- Location: Lisbon, Portugal
I use elma original editor 95% of the times. I hate the "select" on ALE.Juble wrote:does anyone use the regular(in-game) editor for battles anymore?
or are you all using these ALE and draw maps now? (such a shame)
Those 5% are splited in 2 different editors: ALE and radim's levmaker.
I use ALE to split big polygons and to add grass on large levs. Radim's to create levs (mainly numbers and letters for pipe levs) from .png images.
As for watching the lev map I still use the original editor with pics and grass turned off.
belele
Really the online version was designed not for balles but for getting maps in PNG format (it's rather hard to find fast library with good optimization and i'm too lazy to write my one).does anyone use the regular(in-game) editor for battles anymore?
But if we're talking about battles.. =)
1. Imho internal editor is max uncomfortable in complex levels where you can't decide what polygon is ground and what is sky.
2. As i remember, editor options are not saved in state.dat so you have to turn off grass and pics every time you launch elma.
3. Also when the lev is big it's not so easy to distinguish objects types.
4. And finally w/o hib's patches it also takes a time to find the lev you need.
That's why in balles' hurry i prefer to use more comfortable viewers. And mapmakers (both offline and online) are the best (fastest and nicest)
are you still using Elma 1.11a instead of later unofficial patches? no? oh, such a shameor are you all using these ALE and draw maps now? (such a shame)
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- Kuski
- Posts: 336
- Joined: 10 Jan 2004, 23:31
- Location: Lisbon, Portugal
"1. Imho internal editor is max uncomfortable in complex levels where you can't decide what polygon is ground and what is sky."
Never happened to me and never heard ppl with that kind of problem in editor. Maybe you don't have much editor experience.
^^ Not the same point.
Never happened to me and never heard ppl with that kind of problem in editor. Maybe you don't have much editor experience.
"are you still using Elma 1.11a instead of later unofficial patches? no? oh, such a shame "or are you all using these ALE and draw maps now? (such a shame)
^^ Not the same point.
belele
I agree, internal editor is the best. Maybe it's that i'm used to use that.jonsterion wrote:"1. Imho internal editor is max uncomfortable in complex levels where you can't decide what polygon is ground and what is sky."
Never happened to me and never heard ppl with that kind of problem in editor. Maybe you don't have much editor experience.
You should remember that testing the level is maybe the most important thing in level designing, and you can't do that in other editors.
A winner of 4 GAA's (mc2 included), winner of mkup206, and a proud member of team TAP.
Play uni levels: http://koti.mbnet.fi/zebra/uni.html
Homepage: http://koti.mbnet.fi/zebra/elma.html
Play uni levels: http://koti.mbnet.fi/zebra/uni.html
Homepage: http://koti.mbnet.fi/zebra/elma.html
who said you cant?
anyway, i'm using ale and it's way more convinient and easyer to use. it sure adds you more space on variety of better functions like making a grid to make the lev even more smoother and symetrical (you can play with grid parameters as well). you will never get a function like crosshair following your mouse moves in default editor. and importing levels like numbers and stuff is so kewl. i could continue and continue but i'm not gonna be bothered explaining y ale owns default one but i can say it for sure that levs made in default one looks much more uglyer to compare (except maybe ones from few serious designers)
you ppl are just way too conservative to brake the shell and take a look what's outside of it.
anyway, i'm using ale and it's way more convinient and easyer to use. it sure adds you more space on variety of better functions like making a grid to make the lev even more smoother and symetrical (you can play with grid parameters as well). you will never get a function like crosshair following your mouse moves in default editor. and importing levels like numbers and stuff is so kewl. i could continue and continue but i'm not gonna be bothered explaining y ale owns default one but i can say it for sure that levs made in default one looks much more uglyer to compare (except maybe ones from few serious designers)
you ppl are just way too conservative to brake the shell and take a look what's outside of it.
Download Movies: Elma - External Ways. Part 1 --- Mini-Movie LL36 --- Mini-Movie #01 --- Mini-Movie #02
It's so mongo when u have to test the lvls in Ale..
when i make lvls (Internal Editor) i always test the levels at least 50 times... can end up being a couple of hundreds of times when its some +2 min long lvl.
Ez just use the internal editor u folks... way better =)
And for Autograss... I think it makes the lvl look bad... at least it should be max improved... there's just something about that auto made grass. had to say that.
END OF STORY
when i make lvls (Internal Editor) i always test the levels at least 50 times... can end up being a couple of hundreds of times when its some +2 min long lvl.
Ez just use the internal editor u folks... way better =)
And for Autograss... I think it makes the lvl look bad... at least it should be max improved... there's just something about that auto made grass. had to say that.
END OF STORY
Thorze wrote:I just wanted to make a cool topic like Juish have cool topics..
Of course i don't, i'm not levmaker at all. =)"1. Imho internal editor is max uncomfortable in complex levels where you can't decide what polygon is ground and what is sky."
Never happened to me and never heard ppl with that kind of problem in editor. Maybe you don't have much editor experience.
But the problem raises not while creating own levels, but while navigating through other's. When you're looking at the level first time you have no pre-knowledge about it's sky/ground structure, and you will undoubtedly get this structure _faster_ when the polygons are filled with proper color, not when all polygons have same color.
btw there're still three more points to argue on.
Juble said "we all" should remember old good editor and shouldn't change it for newer. Replace the word "editor" with "elma version". o_O"are you still using Elma 1.11a instead of later unofficial patches? no? oh, such a shame "or are you all using these ALE and draw maps now? (such a shame)
^^ Not the same point.
Or maybe Juble wanted to say that internal editor is the universal tool, best for all purposes? I don't see any reasons for that claim. Every editor available has it's own advantages and disadvantages. Internal editor allows you to test levels quickly, ALE is more user-friendly and has some useful tools, but is rather buggy and max uncomfortalbe in testing, Radim's allows you to convert pictures to levs, but requires .net, and so on. Imho it's normal that "we all" have the alternative.
Anyway we're speaking here about viewer so plz stop that hard offtopic about editors. =)
Re: mapmaker online
reup plz
Re: mapmaker online
it's back! example:
http://idiaths.ru/maker/?drawobj=0&link ... ainPII.lev
http://idiaths.ru/maker/?drawobj=0&link ... ainPII.lev