• Home

Triple A Map Creator Program

 

Beta Map Creator - Useful? This topic has been deleted. Only users with topic management privileges can see it. LaFayette Admin last edited. Did you find it useful? If so, this is the place to let us know how! The reasons to remove it from the code base and future releases of the game are mounting, and it is getting to be pretty compelling. Use AAA's TripTik Travel Planner to map a route for your next trip. Find member discounts, try our recommended Drive Trips and read trusted AAA Travel Guides. How to quickly create a bubble chart in Excel? In Excel, a Bubble chart is a variation of a Scatter chart and its data is pointed as bubble. And if your each series has three data as shown as below, creating a Bubble chart will be a good choice to show the data series vividly.

I'd like to announce the release of the TripleA Map Creator program. It's a program that makes it easy to create and edit TripleA maps. It lets you make the map step by step, and can automatically find the connections using the map's polygons file. It also lets you load xml files into the program, making it extremely easy to create new mods.

The map creator program is developed in Visual C# so it will only run on windows 98, XP, and Vista. Here is a link to the Map Creator download page: And here are some screenshots of the Map Creator: Please post any comments, problems, or suggestions for use in the next release. There are two options for open sourcing as I see it. 1) Add the code to the existing TripleA project.

The code would live in the TripleA svn repo, you would join the project as a developer, releases would be on the same TripleA download page (as the admin, I would have to do the releases though). The downside is that you wouldn't be the project admin, and it would be harder to do things like use a custom web page. 2) Start a new open source project and have TripleA link to it (I would recomend using google code, rather than sourceforhe). This gives you free svn, project hosting, a download page. This gives you more control over the project, but takes a little more setup, and makes the project a little less visible. I think option 2 would make more sense. From my point of view, if the project is open sourced, it will live a lot longer (if you stop working on it others can maintain it), and more people can help developing it.

Even if you don't open source it, set up a web page that I (and probably the wiki) can link to.

Creator

Map creator has had issues, probably even more so now. Fixes to it can be done as patches without impacting save game compatibility. This does not affect actual game play, so not a blocker for having players migrate to 1.9 A bug report listing the items that are not working would be welcome. Requesting it contain relatively detailed instructions on how to reproduce the problems. The detailed steps are to simplify reproduction, and to also ensure that we are actually doing the same process/thing.

Creator

Triple A Map Creator Programming

IE: my definition of 'map.properties process does not show all options', might be different, and that would lead to confusion. This is probably a good issue to list the problems with map creator.

Let me ask you a question about your second problem: AutoPlacementFinder does not find the map when using the new folder structure. Using the old folder structure it freezes. Can you confirm that other tools (e.g. CenterPicker, DecorationPicker, etc.) work for you with either the old or new maps structure? I'm asking because I think I was a bit confused earlier today in our previous.

Map

When I stated all of the other tools had a similar problem to what you described above, it was because I didn't realize the relationship between the old and new map structures: namely, that the /map folder in the new structure is basically the content of the old structure. For example, consider greatwar. In the old structure, map.properties would have been located at /greatwar/map.properties. While in the new structure, the same file is located at /greatwar/map/map.properties. Is that correct?

If true, then I misspoke before. My confusion was due to the fact that I was using greatwar for testing, and that map doesn't have a 'map image' (e.g. BaseTiles.png or something) in the map folder. So I just assumed (incorrectly) that these tools were prompting me for the root directory of the entire map download, not the map directory under that root. 👎 Anyway, that means that AutoPlacementFinder is probably the only tool broken at this point by the new map structure. Specifically because it uses a totally different mechanism from the other tools for determining where the map files are located.

Basically, it doesn't know about the new map folder. The other tools don't explicitly know about it either, but they allow the user to navigate to the correct folder via a file chooser dialog. Modifying AutoPlacementFinder to handle either the old or new map structure is relatively straightforward.

However, please let me know if you believe there's something I'm overlooking. In the old structure, map.properties would have been located at /greatwar/map.properties. While in the new structure, the same file is located at /greatwar/map/map.properties. Is that correct? That is indeed correct.

I retested with 3946 again - using/recreating minimap as there is a complete border (gif) file present in the map directory. I can confirm, that almost everything - including AutoPlacementFinder - seems to work fine for me now - it seems that the new folder structure is recognized correctly now. I did not test every detail of all the tools, though. One aspect that is still definitely not working is the map.properties process.

As indicated in the first post, only partial options are offered and an empty file is saved. I did not test the old folder structure again, though - is this still used? Hope that helps 😃. Thanks for testing and providing the additional details! I can confirm, that almost everything - including AutoPlacementFinder - seems to work fine for me now - it seems that the new folder structure is recognized correctly now. I did not test every detail of all the tools, though. When using AutoPlacementFinder, can you confirm you see the following dialog immediately after selecting minimap as the map to edit: I do not see that dialog unless I restructure the minimap folder to make it look like the old structure (from my /triplea/downloadedMaps folder, I simply ran mv minimap/map minimapold, and specified minimapold when prompted to select a game).

Instead, I get prompted to enter properties that should have been read from map.properties, beginning with: If I change the AutoPlacementFinder code to include the new map folder in the path, then I do see the 'File Suggestion' dialog when using the new folder structure. I did not test the old folder structure again, though - is this still used? Good question. The TripleA engine handles both the old and new folder structures (as well as both folder structures embedded in a.zip file). I was going to submit a PR that handled both because AutoPlacementFinder is the only tool that uses this particular type of map selection logic (i.e. Searching for a map by name in the user's maps folder). As I mentioned previously, all the other tools allow direct selection of where the map resources are located, and so are somewhat insulated from the differences between the two folder structures.

I will let the committers decide if handling both folder structures is overkill. One aspect that is still definitely not working is the map.properties process. As indicated in the first post, only partial options are offered and an empty file is saved. Looks fine using the new folder structure. You're starting the AutoPlacementFinder tool from Map Creator. If I actually tried to create a map once in my life, I would have assumed that.

Triplea Game

😃 I've been running AutoPlacementFinder from the command line with no additional arguments. I think that explains why we're seeing different behavior. I believe I understand why it's working for you based on both of your screencasts. Even if the map folder is not specified, Map Creator is specifying the triplea.unit. properties when it starts AutoPlacementFinder. When any of those are present, you do not get prompted to specify those properties via the UI even if map.properties cannot be located. However, when running AutoPlacementFinder from the command line with no arguments, and then choosing a map that has the new folder structure when prompted, it cannot locate map.properties and thus prompts you to input the unit properties.

Triple A Map Creator Programs

I went ahead and submitted to fix this issue, even though my use case is probably unlikely to ever occur in practice.