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TileZed/WorldEd Unofficial Fork


Alree

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TileZed/WorldEd Unofficial Fork
 

  • new settings to set Grid opacity
  • new settings to set Grid Thickness
  • Create .pack file (Jumbo) textures up to 2048x2048 (was 512x512)
  • LUA Console: ability to replace a tile by map:noneTile()
  • LUA Console: fixed RoomDefs layer insert via newObjectLayer() (Azakaela request)
  • LUA Console: fixed addObject() in newObjectLayer() (_add_RoomDefs.lua example provided) (Azakaela request)
  • BuildingEd: Export to TMX enabled
  • BuildingEd: Export to NewBinary Format enabled
  • BuildingEd: Building up to 32 floors
  • BuildingEd: Colorized buttons (easiest to know if it's disabled or not)
  • Ability to see tiles ID and Name in main UI
  • TileSheets export new options (Whole Word Only, multiple tilesheets export)
  • Export tiles from main window (right click)
  • Fixed all deprecated Qt Function
  • fixed official InGameMap feature calc to prevent polygons with less than 3 points (red dot/line in InGameMap)
  • original ROADS menu fixed/enabled
  • ability to recalc thumbnails for all selected cells (instead of just one)
  • InGameMap Roads features settings to define threshold/size as you want
  • Objects Treeview collapsed by default
  • Floor Max up to 15 (testing purpose)
  • Generate Road primary/secondary/tertiary/trail/railway Features (In Game Map)
  • Option to not load last project at launch

 

TileZed: https://github.com/Unjammer/TileZed
WordlEd: https://github.com/Unjammer/WorldEd

 


image.thumb.png.4a66a486b20f08ffea5bc3f0d6cd3856.png

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  • 1 month later...

I'm a lil confused. You said buildings to 32 floors, but only 15 in main editor?
Also, will such tall maps work in game or is this done in anticipation of the upcoming update?

It might be helpful to provide a pre-compiled version.
Especially since the build instructions for the original project are linux only, and most new modders are coming from windows.

Edited by Ciber Ninja
sss
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On 4/30/2023 at 1:22 AM, Ciber Ninja said:

I'm a lil confused. You said buildings to 32 floors, but only 15 in main editor?
Also, will such tall maps work in game or is this done in anticipation of the upcoming update?

It might be helpful to provide a pre-compiled version.
Especially since the build instructions for the original project are linux only, and most new modders are coming from windows.


On Github, under release there is compiled version of each tools =)
And yes 32 floors for buildingEd was to be able to made building before v42 was out.
Some mappers already work on maps for this version.
I'll update everything and release compiled version of last version during July with full v42 support and some new features.

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Unfortunately couldn't figure out how to build it with the instructions of the original linked TileZed repo, due to being unfamiliar with compiling qt software (might be obvious how to adapt if I were) and the fossilised packages and qt version recommended in the instructions; couldn't even find qt packages that old!

 

Is the compiled version usable on Linux natively too? If so, would appreciate instructions how, since the folder structure is very different from the official TileZed/WorldEd for Linux. If not, would it be possible to provide a precompiled version for Linux as well (or else more up to date build instructions if that's not too much trouble)?

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20 hours ago, Alree said:


On Github, under release there is compiled version of each tools =)
And yes 32 floors for buildingEd was to be able to made building before v42 was out.
Some mappers already work on maps for this version.
I'll update everything and release compiled version of last version during July with full v42 support and some new features.

Ah. My eyes glazed over and I did not notice it sitting there on the right.

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