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Knights and Merchants • Toon onderwerp - KaM Editor

KaM Editor

For all questions. Only English language in here!

Moderators: Thunderwolf, The Dark Lord, hugo, merchant_992, jbsnorro

Berichtdoor hugo » 25 jan 2007 14:23

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Berichtdoor Krom » 25 jan 2007 18:16

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Berichtdoor hugo » 26 jan 2007 12:52

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Berichtdoor hugo » 01 feb 2007 20:38

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Berichtdoor Krom » 02 feb 2007 08:48

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Berichtdoor Nick » 02 feb 2007 13:26

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Berichtdoor Krom » 02 feb 2007 14:45

KaM Editor version 0.1 is ready to download at:
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Berichtdoor jessewillem » 02 feb 2007 15:47

nice editor :D
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Berichtdoor King Harold » 02 feb 2007 16:02

very nice, how did you find out how the rx files worked anyway? (is it just a width/height and then indexed pixels? with the palette in the palette files?)
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Berichtdoor Krom » 02 feb 2007 16:09

Thanks jessewillem :-) I hope you really like it.

@Harold: Yes, yes. much like as you say. If you want a detailed description - drop me a letter.
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Berichtdoor Krom » 02 feb 2007 18:26

KaM Editor got help file, updated "New map" menu and smoothly moved to version 0.1b 8)
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Berichtdoor jessewillem » 02 feb 2007 20:09

thats cool enough :P
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Berichtdoor Krom » 02 feb 2007 20:37

... and after few more hours there version 0.2 available.
I've added single tile painting mode.
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Berichtdoor merchant_992 » 02 feb 2007 20:46

Very nice. Especcialy that we can place trees now.

And very fast.
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Berichtdoor jbsnorro » 02 feb 2007 21:15

@ Krom
It's absolutely stunning how easy it is with this mapeditor to create a nico lookoing map. Great work! The looks(shadows etc) of you're version are really beautiful.

However, nothing is perfect. I don't know what your plans are to improve it, but these are the things I noticed that could be improved:
- The reverse-option(Ctrl+Z) is absolutely necessary!
- You can scroll in the menu, but why there and not 'in the field'? I think would be more useful there.
- You have the options 'elevate' and 'flatten', but how about descreasing the height without influencing anything around it?
- When you want to place a terrain next to another terrain which can't coëxist next to each other, your mapeditor places one cel of grass between. I can't understand why.
- Some terrains which cán coëxist next to each other don't gradually 'go over' in a cel.
- To make your version more more variated and nicer, you should randomize the cells, so they appear in standard form, but also 90, 180 and 270 degrees turned.

I've to go now, but I'll edit this list, I'm not finished yet but takes a while to use think of everything.
I don't want to insult you with this, all I want is to help, by reminding you of what could be better.

Edit: I wasn't aware that you had already improved some of these things in your new version. :oops:
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