EOSERV Forum > Client Editing > Eo Map Editor 0.3.5 - Release 8
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Eo Map Editor 0.3.5 - Release 8
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Post #51137 Re: Eo Map Editor 3.0 - Release 4
FrostFÿr posted: (14th Oct 2010 09:12 am)

Actually you'll find that the top-most corner is 0, 0 meaning you actually have the right amount of space you just haven't used it correctly. -or simply, make your maps 41, 41 and you'll be able to map all the way to 40, 40.


I know this but the main thing is why do i have to put in the extra 1 when 0,0 is the origin and should not be counted example if i take 3 steps you do not count the place u started as a step but as your place of origin.



PS I love eo Map Editor 3.0 - Release 4 runs good and is using it on my netbook


14 years, 8 weeks ago
Post #51144 Re: Eo Map Editor 3.0 - Release 4

since 0, 0 is the origin you HAVE to count it otherwise the top and left walls would be nothing and you'd be left with a 39x39 square again

in computer science you'll normally hear that 0 is the starting number, us "Cod4r m0nk3ys" have to keep that in mind every time we code.


So in simple terms, imagine the number in the bottom corner is one further than it says and you should be fine (If you want proof that its still a 40x40 square count the tiles across)

14 years, 8 weeks ago
Post #51152 Re: Eo Map Editor 3.0 - Release 4
FrostFÿr posted: (14th Oct 2010 02:15 pm)

since 0, 0 is the origin you HAVE to count it otherwise the top and left walls would be nothing and you'd be left with a 39x39 square again

in computer science you'll normally hear that 0 is the starting number, us "Cod4r m0nk3ys" have to keep that in mind every time we code.


So in simple terms, imagine the number in the bottom corner is one further than it says and you should be fine (If you want proof that its still a 40x40 square count the tiles across)


You misunderstand what i meant by 0,0 should not be counted. Now let me use math to help you understand what i mean  Eo map editor uses a basic 2d plane wright it acts like a graph in the 3rd quadrants where (-x,-y). If i make a graph where I want to plot a point (-30,-30) it will not be in (-29,-29) because you go -30 along the x-axis from the origin which is 0,0 and than -30 along the y-axis from (-30, 0) which will take you to (-30,-30). You start there it is still there but it is not counted but if i want to plot a point (0,0) i will go 0 along the x-axis from (0,0) and go 0 from the y-axis from (0,0) to (0,0)


Yes i under stand but in here is a little code that may help you under stand


#include <iostream> 

int main()

{  

// The loop goes while x < 10, and x increases by one every loop   

//i changed to x!=10 because it will have the same outcome

   for ( int x = 0; x != 10; x++ )

     {   

// Keep in mind that the loop condition checks     

//  the conditional statement before it loops again.   

//  consequently, when x equals 10 the loop breaks.   

// x is updated before the condition is checked.       

          cout<< "i am adding this to show i know a little"<< x <<endl; 

     }   cin.get();

}

PS i am debating Yay im new to computer science


14 years, 8 weeks ago
Post #51155 Re: Eo Map Editor 3.0 - Release 4
ichigo posted: (14th Oct 2010 05:00 pm)

FrostFÿr posted: (14th Oct 2010 02:15 pm)

since 0, 0 is the origin you HAVE to count it otherwise the top and left walls would be nothing and you'd be left with a 39x39 square again

in computer science you'll normally hear that 0 is the starting number, us "Cod4r m0nk3ys" have to keep that in mind every time we code.


So in simple terms, imagine the number in the bottom corner is one further than it says and you should be fine (If you want proof that its still a 40x40 square count the tiles across)


You misunderstand what i meant by 0,0 should not be counted. Now let me use math to help you understand what i mean  Eo map editor uses a basic 2d plane wright it acts like a graph in the 3rd quadrants where (-x,-y). If i make a graph where I want to plot a point (-30,-30) it will not be in(-29,-29) because you go -30 along the x-axis from the origin which is 0,0 and than -30 along the y-axis from (-30, 0) which will take you to (-30,-30). You start there it is still there but it is not counted but if i want to plot a point (0,0) i will go 0 along the x-axis from (0,0) and go 0 fromthe y-axis from (0,0) to (0,0)


Yes i under stand but in here is a little code that may help you under stand


#include <iostream> 

int main()

{  

// The loop goes while x < 10, and x increases by one every loop   

//i changed to x!=10 because it will have the same outcome

   for ( int x = 0; x != 10; x++ )

     {   

// Keep in mind that the loop condition checks     

//  the conditional statement before it loops again.   

//  consequently, when x equals 10 the loop breaks.   

// x is updated before the condition is checked.       

          cout<< "i am adding this to show i know a little"<< x <<endl; 

     }   cin.get();

}

PS i am debating Yay im new to computer science


0,0 should be counted. It's a tile just like others, no there'sno reason to not count it.

14 years, 8 weeks ago
Post #51156 Re: Eo Map Editor 3.0 - Release 4

@ichigo

please kill your elementary thinking.... you start counting at 0 and end on 9.

it is 0123456789 not 12345678910

think before ranting xD you could have kept it easy and save the time on something else.

(after posting this, found out frost explained before your post. owell let this serve as a reminder)

---
Qbot/null
14 years, 8 weeks ago
Post #51172 Re: Eo Map Editor 3.0 - Release 4

@Queen

ok and if i count to 9  from 0 it should be 0 1 2 3 4 5 6 7 8 because it is 9 numbers no it should be 0 1 2 3 4 5 6 7 8 9 if u start at 0 you should still end at the same point as if your origin was 1 that that is all i am saying



I am not i repeat i am not saying it is not there. What I am just saying in a grid you do not count the origin so a 9*9 grid is different than a 9*9 square. Mainly because they both have diffident origin. A 9*9 square has a origin of 1 where a 9*9 grid has a origin of 0. link to a 9*9 grid here this is  9*9 square here


PS endless online uses grid Rena map editor uses grid EO Map editor uses oddly a combo of both and that is what confuses  me

14 years, 8 weeks ago
Post #51202 Re: Eo Map Editor 3.0 - Release 4

Love it, Suggestions:

NPC Placer!

All Walls On One Pallete Tab And They Fit Together

And For Seose And EoServ Devs- Mining And Fishing For Unknown Tiles



---
-Avra
-A.K.A. Greatveddar
-everlasting-eo.webs.com
-Creator of Everlasting Online II by TxD
14 years, 8 weeks ago
Post #51248 Re: Eo Map Editor 3.0 - Release 4

@Ichigo: regardless, there is a total of 40 in the x plane, and a total of 40 in the y plane. Who said EOMap used a Gird or a Square anyway?


@Great: The NPC placer is already going to be laid out as you described, and maybe a few changes to the way some things are used.

also you can already edit the unknown tiles to your needs, if Tile Unkown 1 is your fishing tile, just edit unknown1.bmp to say fishing.

14 years, 8 weeks ago
Post #51307 Re: Eo Map Editor 3.0 - Release 4

Nice release. I really cool suggestion would be to add an option to fill the map up with a certain ground tile. 

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Love you too.
14 years, 8 weeks ago
Post #51308 Re: Eo Map Editor 3.0 - Release 4
newguy posted: (16th Oct 2010 04:13 pm)

Nice release. I really cool suggestion would be to add an option to fill the map up with a certain ground tile. 


Try right clicking a tile on the ground tile tab in the palette ;).
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¨°º¤ø„º°¨ Exile Studios ¨°º„ø¤º°¨
14 years, 8 weeks ago
Post #51310 Re: Eo Map Editor 3.0 - Release 4

Hey, I just downloaded v4, and all the unknowns are based on the first picture again. Will you seperate it again?

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Create your own destiny, don't let someone else do it for you.
14 years, 8 weeks ago
Post #51318 Re: Eo Map Editor 3.0 - Release 4
AustinB posted: (16th Oct 2010 06:45 pm)

Hey, I just downloaded v4, and all the unknowns are based on the first picture again. Will you seperate it again?


Just noticed this myself in the source :P already corrected for when i have r5 ready :).
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¨°º¤ø„º°¨ Exile Studios ¨°º„ø¤º°¨
14 years, 8 weeks ago
Post #51338 Re: Eo Map Editor 3.0 - Release 4

When do you think you'll have r5 done?

---
Create your own destiny, don't let someone else do it for you.
14 years, 8 weeks ago
Post #51359 Re: Eo Map Editor 3.0 - Release 4
AustinB posted: (16th Oct 2010 09:51 pm)

When do you think you'll have r5 done?


I'm hoping to have it done by tomorrow night but it depends on what occurs irl.
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¨°º¤ø„º°¨ Exile Studios ¨°º„ø¤º°¨
14 years, 8 weeks ago
Post #51362 Re: Eo Map Editor 3.0 - Release 4

I can't tell if you think I am being stupid or if you are joking. I meant, for maps that are like 100 x 100. It is really tedious to go over the whole map with a ground tile. So it would be nice if there was an option to cover the whole map with that tile instantly.

---
Love you too.
14 years, 8 weeks ago
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EOSERV Forum > Client Editing > Eo Map Editor 0.3.5 - Release 8