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	<title>Comments on: More Maped goodness</title>
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	<link>http://moonwalk.coldberzelium.net/2008/12/more-maped-goodness/</link>
	<description>Our weekly dose of shame</description>
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		<title>By: Chris Odlaug</title>
		<link>http://moonwalk.coldberzelium.net/2008/12/more-maped-goodness/comment-page-1/#comment-251</link>
		<dc:creator>Chris Odlaug</dc:creator>
		<pubDate>Tue, 02 Dec 2008 22:03:18 +0000</pubDate>
		<guid isPermaLink="false">http://moonwalk.coldberzelium.net/?p=75#comment-251</guid>
		<description>Awesome, Ioachim! Keep it up, my tiny brain will help when it can.

I too would like the brush tool to be able to stamp an arbitrary set of tiles onto the map. I think the copy/paste tool in Maped3 almost has this functionality.
Also, autotiling would really speed up the map-making process. A tough one. :/ It would probably require a new standard for vsps.

@matthew:
In regards to cutting a portion of the current map out into a new map, I totally had that same problem, and I&#039;m working on a &quot;Save Region&quot; feature that will do just that.</description>
		<content:encoded><![CDATA[<p>Awesome, Ioachim! Keep it up, my tiny brain will help when it can.</p>
<p>I too would like the brush tool to be able to stamp an arbitrary set of tiles onto the map. I think the copy/paste tool in Maped3 almost has this functionality.<br />
Also, autotiling would really speed up the map-making process. A tough one. :/ It would probably require a new standard for vsps.</p>
<p>@matthew:<br />
In regards to cutting a portion of the current map out into a new map, I totally had that same problem, and I&#8217;m working on a &#8220;Save Region&#8221; feature that will do just that.</p>
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		<title>By: matthew</title>
		<link>http://moonwalk.coldberzelium.net/2008/12/more-maped-goodness/comment-page-1/#comment-250</link>
		<dc:creator>matthew</dc:creator>
		<pubDate>Tue, 02 Dec 2008 17:38:28 +0000</pubDate>
		<guid isPermaLink="false">http://moonwalk.coldberzelium.net/?p=75#comment-250</guid>
		<description>Ben has the right idea with the brush stuff, optimally it would allow multi-layered user defined things. IE I could plot a tree with its above and below the ent layers, and its obs all with one click! It should probably have the option of auto adding the layers if they&#039;re not available. 

One thing that&#039;s always bothered me with the current mapEd is that you cannot edit tile banks very well and when you do it doesn&#039;t allow you to insert and re-index tiles.

Like in the tile set you used in the image above. You should be able to delete all those extra blank spots and have it keep the tiles already plotted into the map correct and not shift up.

This could run into problems with maps that use the same tile sets so that&#039;d have to be accounted for. Perhaps a check of the last edit date of the tile set at the map start? That then updates the map to match the tile set?.

An option to cut a portion of the current map out into a new map would be heaven sent as well. For instance you work up a great little city and all it&#039;s inner workings and then decide to break it up into smaller map chunks, with the cutting thing in place you would not be stuck with recreating the entire thing tile by tile again. (Yes I just did this...)

some type of map window (the one where you plot the tiles) scaling along with the editing of multiple maps at once would be great. I&#039;m doing seamless maps for the most part so it&#039;d be wonderful to be able to actually have them next to each other.</description>
		<content:encoded><![CDATA[<p>Ben has the right idea with the brush stuff, optimally it would allow multi-layered user defined things. IE I could plot a tree with its above and below the ent layers, and its obs all with one click! It should probably have the option of auto adding the layers if they&#8217;re not available. </p>
<p>One thing that&#8217;s always bothered me with the current mapEd is that you cannot edit tile banks very well and when you do it doesn&#8217;t allow you to insert and re-index tiles.</p>
<p>Like in the tile set you used in the image above. You should be able to delete all those extra blank spots and have it keep the tiles already plotted into the map correct and not shift up.</p>
<p>This could run into problems with maps that use the same tile sets so that&#8217;d have to be accounted for. Perhaps a check of the last edit date of the tile set at the map start? That then updates the map to match the tile set?.</p>
<p>An option to cut a portion of the current map out into a new map would be heaven sent as well. For instance you work up a great little city and all it&#8217;s inner workings and then decide to break it up into smaller map chunks, with the cutting thing in place you would not be stuck with recreating the entire thing tile by tile again. (Yes I just did this&#8230;)</p>
<p>some type of map window (the one where you plot the tiles) scaling along with the editing of multiple maps at once would be great. I&#8217;m doing seamless maps for the most part so it&#8217;d be wonderful to be able to actually have them next to each other.</p>
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		<title>By: Ben McGraw</title>
		<link>http://moonwalk.coldberzelium.net/2008/12/more-maped-goodness/comment-page-1/#comment-249</link>
		<dc:creator>Ben McGraw</dc:creator>
		<pubDate>Tue, 02 Dec 2008 09:05:36 +0000</pubDate>
		<guid isPermaLink="false">http://moonwalk.coldberzelium.net/?p=75#comment-249</guid>
		<description>Well, the real trick is to make a palette of user-definable brushes.  And make the brushes so they&#039;re any combination of tiles.  

That way you get to make things like Tree brushes and House brushes and, yes, even Horse brushes.</description>
		<content:encoded><![CDATA[<p>Well, the real trick is to make a palette of user-definable brushes.  And make the brushes so they&#8217;re any combination of tiles.  </p>
<p>That way you get to make things like Tree brushes and House brushes and, yes, even Horse brushes.</p>
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		<title>By: Overkill</title>
		<link>http://moonwalk.coldberzelium.net/2008/12/more-maped-goodness/comment-page-1/#comment-248</link>
		<dc:creator>Overkill</dc:creator>
		<pubDate>Tue, 02 Dec 2008 05:25:33 +0000</pubDate>
		<guid isPermaLink="false">http://moonwalk.coldberzelium.net/?p=75#comment-248</guid>
		<description>Woo, brushes! Sexy. Does it save them to the &quot;brush&quot; data section of a VSP format at all?

I noticed there was segments in the format for that purpose, but never really checked to see if it was &quot;enough&quot; to actually save the data you need.

Also, any plans to get brushes to work kind of like the clipboard tool, except saved? This is a big one for me, I&#039;d like to have, say, a brush for a tree arrangement which I can plop down all at once and it&#039;d do the obstructions and multilayering and all that magic automatically.


Also I&#039;m fine with just having the old map formats upwards compatible (having loaders which check version number of the map in the header). And the features we&#039;re adding can EASILY be upwards compatible. 

I figure that it&#039;s fair to assume people will use a new maped in conjunction with the new engine. I don&#039;t expect an old Verge to be able to use new maps.

Even though it&#039;d be nice, it&#039;s a lot of work, and I don&#039;t even see it being possible really.</description>
		<content:encoded><![CDATA[<p>Woo, brushes! Sexy. Does it save them to the &#8220;brush&#8221; data section of a VSP format at all?</p>
<p>I noticed there was segments in the format for that purpose, but never really checked to see if it was &#8220;enough&#8221; to actually save the data you need.</p>
<p>Also, any plans to get brushes to work kind of like the clipboard tool, except saved? This is a big one for me, I&#8217;d like to have, say, a brush for a tree arrangement which I can plop down all at once and it&#8217;d do the obstructions and multilayering and all that magic automatically.</p>
<p>Also I&#8217;m fine with just having the old map formats upwards compatible (having loaders which check version number of the map in the header). And the features we&#8217;re adding can EASILY be upwards compatible. </p>
<p>I figure that it&#8217;s fair to assume people will use a new maped in conjunction with the new engine. I don&#8217;t expect an old Verge to be able to use new maps.</p>
<p>Even though it&#8217;d be nice, it&#8217;s a lot of work, and I don&#8217;t even see it being possible really.</p>
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