Xedii 17 Posted July 15, 2014 I decided to dig deep into this map editor thing and can confirm the editor works. It allows you to input creatures, doors, encounters, merchants, placeables, sounds, triggers, and waypoints. I was able to tweak the module lighting different colors. and select day or night cycle option or both not sure if that works.Now for the interesting part the map files themselves1st I look at how the names were structured in the map folder of existing maps2nd I i created a simple blue 512x512 image saved it as jpg, then gave it a name of a module that didn't have a map.3rd I opened up the jpg image in a text editor the re saved it in the .map extension and put it into the module folder.4th Opened up the module editor selected open module project and pointed it to the newely created blue image i made.Results the map loaded the editor accepted the map and i was allowed to use all functions...So the map extension wasn't a mystery after all it just took some determination to figure out. Now new maps can be created for all the levels... Id appreciate all who can help with this.Important. you must use th K-Tool to extract the module you want to edit into a folder FIRST as the module editor needs it to load all the dump files into the map editor. This is so everything already in the level can be in its positon. Solved invisible issues thanks to the suggestion by Sithpecter about Z coordinates..What i did was take a z coordinate from a model that was on the map like this one 10.19682...then i simply change the the last number 2 to a 5 i realized it was important for every model to have its own Z coordinates. Now all models show up where ever placed Now all there is to do is create maps for the Levels http://www.mediafire.com/view/c1ie1c...K2_00009_1.png Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted July 15, 2014 As to the invisible placeables, did you try right-clicking on them and checking the properties? Also, is it just the placeables that are invisible? Quote Share this post Link to post Share on other sites
Xedii 17 Posted July 16, 2014 As to the invisible placeables, did you try right-clicking on them and checking the properties? Also, is it just the placeables that are invisible? Yes i just found out that all the Z positions on newly placed models are Zer0.....not just plc but all placed items Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted July 16, 2014 Yeah, that's a standard feature of the Module Editor. It doesn't track the Z Coordinate, so one is stuck with adding that part in yourself. Quote Share this post Link to post Share on other sites
Xedii 17 Posted July 16, 2014 Yeah, that's a standard feature of the Module Editor. It doesn't track the Z Coordinate, so one is stuck with adding that part in yourself. I find this odd cause many years ago i used the editor and everything i place showed up fine....but that was win xp To add i am able to edit whats already in module with no problems char, plc, etc Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted July 16, 2014 I find this odd cause many years ago i used the editor and everything i place showed up fine....but that was win xp Well, it's theorized that the Z coordinate is stored in the mapinfo.bfd file, and defaults to 0 when not found. Quote Share this post Link to post Share on other sites
Xedii 17 Posted July 16, 2014 Well, it's theorized that the Z coordinate is stored in the mapinfo.bfd file, and defaults to 0 when not found Fixed the invisible issue how it was done is on the first post....another issue would seem the newly placed items only show up when being loaded from another module. So loading a save state to show the results of the editor will not work...not for me anyway. Quote Share this post Link to post Share on other sites
CrashBandiTeam 18 Posted February 20, 2015 Fixed the invisible issue how it was done is on the first post....another issue would seem the newly placed items only show up when being loaded from another module. So loading a save state to show the results of the editor will not work...not for me anyway. Hey Xedii. I got a problem with a K1 Map. Error LOG: You have the map of this module, but the MapInfo file appears to be incorrect or out-of-date. HELP!!! Please Quote Share this post Link to post Share on other sites
Xedii 17 Posted February 21, 2015 Hey Xedii. I got a problem with a K1 Map. Error LOG: You have the map of this module, but the MapInfo file appears to be incorrect or out-of-date. HELP!!! Please First that I've heard of that map info being incorrect or out of date. Did you try and replace the map with another of the same to see if it was an isolated error? Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted February 21, 2015 Could be they didn't get the updated .bfd file... Quote Share this post Link to post Share on other sites
CrashBandiTeam 18 Posted February 21, 2015 Could be they didn't get the updated .bfd file... Yeah, I ask too! First that I've heard of that map info being incorrect or out of date. Did you try and replace the map with another of the same to see if it was an isolated error?Yes! Quote Share this post Link to post Share on other sites
CrashBandiTeam 18 Posted March 3, 2015 Can someone code a new MapInfo? I tried, and then it's never worked again (god, i had a backup ) Quote Share this post Link to post Share on other sites
Xedii 17 Posted March 4, 2015 Can someone code a new MapInfo? I tried, and then it's never worked again (god, i had a backup ) Maybe one day a talented coder will just create a new editor based on mdl editng....I envision an editor to load an mdl allow you make changes add new item or rearrange plc, people etc then save the changes as a new mdl/mdx file.....all this in a new U.I. realtime version thats easy to use but only time will tell if this will ever get done. Quote Share this post Link to post Share on other sites