Keep in mind that the editor might be also used to edit terrain masks, Part of terrains maps that will be used from WML...
----- "jeremy rosen" <[email protected]> a écrit : > hmm as an asside, pre-owned villages might be a candidate for > something to set in the editor... > > On Sat, Feb 20, 2010 at 1:21 PM, jeremy rosen > <[email protected]> wrote: > > On Sat, Feb 20, 2010 at 1:13 PM, Ilor <[email protected]> wrote: > > > > <snip> > > > >> > >> As to items, I think it may have less of a priority right now -- > there > >> aren't that many items commonly used on maps as far as I can tell, > and > >> they mostly play some role in the scenario, so maybe they should > stay > >> in the scenario WML. However, looking at the example of some other > >> games, like for instance Starcraft, I think if we could (should?) > end > >> up more "decoration-only" items / doodads. Using such items in > large > >> quantities on maps for visual effect would be much easier if it > could > >> be done in the map editor. > >> > > > > currently the doodads are handled by the terrain system (windmills > etc...) > > > > in a way, they are already handled by the editor and I'm not sure > that > > there is a need for a change here. If something is really purely > > static and decorative it's better to make a new terrain out of it > than > > to do an editor that spits out WML. > > > > just piping in that specific point... > > > > _______________________________________________ > Wesnoth-dev mailing list > [email protected] > https://mail.gna.org/listinfo/wesnoth-dev _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
