These are exiting times! Now that some long-standing missing pieces of the editor are implemented, we are finally able to release version 1.0 of the editor. The most significant additions are
- Fully configurable water and lighting settings.
- Support for the new terrain shaders that are now available in the game.
You can read more about how the new shaders work, along with some pictures, here: https://wiki.faforever.com/Development/Shaders/terrain-shaders
New Features
- Added support for new shaders recently added to the game (#47, #51, #60, #61, #65, #66, #68, #71)
- Removed the TTerrainXp shader toggle in the Texture tab
- Added a text box in the Map tab to input the shader name instead
- Implemented the new shaders introduced in the latest game patch
- Added buttons in
Textures > Tools
to generate the required textures for the new shaders. Under the hood this integrates the Neroxis Tool Suite, a CLI program written in Java. A Java environment is required, but if you have the FAF client installed, you can simply use that one. - Added an option to disable the map info texture in the upper slot (via the
v
button) - The specular color UI in the light settings now changes based on the selected shader
- Many more UI improvements in the texture layer tab to better support different shaders
- Improved lighting settings (#52, #56, #71)
- Changed sun angle terminology from RA and DA to Azimuth and Elevation Angle
- Added environment texture path (This texture is only visible on reflections of units, not on the map)
- Various other minor UI improvements
- Improved water settings (#52, #56, #71)
- Removed water parameters that had no in-game effect
- Added toggle to copy sun color and angle from light settings to get fitting sun reflections on the water
- Added toggle for advanced water absorption (this will recalculate the light settings in the background)
Advanced absorption behaves more like real-world light absorption, allowing deep water to visibly obscure units and terrain. - Added texture paths for water ramp and skycube
- Added UI controls for ocean waves
- Fixed water coloration bleeding onto shores
- Various other minor UI improvements
- Improved default values when creating a new map (#59)
- Improved Resource Browser UI (#62)
- Added alpha channel preview
- Added mipmap previews at levels 2, 4, and 6
- Display texture resolution
These changes only affect the layer textures. The resource browser is still the same for decals and props.
- You can now import stratum masks in PNG format (#63)
- Made FAF directory configurable (#45)
Previously, the editor assumed the FAF data directory was at a fixed location. It now supports custom paths, as configured in the FAF client.
Bugfixes
- Fixed the slope overlay (#54)
- Improved behaviour of input fields (#55)
Basically all input fields were configured in a way that you had to press enter to assign the value. Confusingly, they did not actually assign the value when clicking away, but didn't discard the edits you made in the field either. So it was very hard to understand what was going on. Now all fields assign the value on pressing enter or when clicking elsewhere. - Textures in the resource browser and the layer tab are not upside down anymore (#56, #62)
- Fixed multiline map description text breaking the scenario file (#67)
- Fixed issues with the linear brush option and rename it to
Scale target to 0.5 to 1 range
(#67) - Fixed mipmap rendering (#71)
When using textures of different resolutions in the Layers tab, they have to be all scaled to the same size internally because they are stored in an array texture. This scaling would lead to a recalculation of mipmaps, so the blurred mipmaps would not be visible anymore, leading to a different look than in the game. Mipmaps are now preserved properly.
Other
- Slider values are no longer clamped. You can now input any value in the text box above a slider. (#47)
- Default maximum of texture scale sliders is now 20 to make the sliders feasible to use (#51)
- Order textures alphabetically before creating the texture buttons for the resource browser (contributed by sting) (#49)
- Removed normal map check (#57)
The "Can't assign albedo as normal map" check when assigning texture channelssometimes produced false positives and blocked adding special textures for advanced shaders. - Remove the two buttons that you could use to generate a random heightmap. (#60)
The used Neroxis version was way outdated and we don't allow uploading maps based on the map generator to the FAF map vault anyway. - Improved version check behavior (#70)
- Terrain now retains more details when zoomed out, making it more consistent with the in-game view (#71)
- The editor should now pause rendering when it is in the background, reducing resource usage (#71)
You can download the editor here: https://github.com/FAForever/FAForeverMapEditor/releases/tag/v1.0
As there have been extensive changes, it is likely that some new bugs have surfaced. Please report them on the FAF forum or open an issue here in github.
With gratitude to all those who took the time to report issues with the release candidates, and a special thank you to kent-sole who showed me around in the Unity editor and answered my questions. Without him all this work would not have been possible.
Happy mapmaking!
BlackYps