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RME new features

JeiDi

Intermediate OT User
Joined
Nov 19, 2023
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Since I like to do something from time to time, even while not working on any particular project, I created this today.

What else would be nice to have in RME?
I just started working on the dungeon generator (caves, mines [...])

Window:
RME_x64_cYhmFbADF1.webp

Output:
RME_x64_bYWEfAgUj7.webp

And here it is in action:
RME_x64_yR5NBIXFk8.gifRME_x64_uO0C0e2eXw.gif
 
replacing multiple items in part of map
now its like you have to input IDS
it would be better to just drag and drop them into list :)

1730841523046.webp


1730841552514.webp

same for remove on selection opening this menu 50 times when editing map is useless and slows down the work I guess just basic look into the UI and seeing what needs to be re-done since some of this stuff is just dog poo
 
I'm learning how to use Remere's now and that would be so useful! :) Care to share?
Btw, do you have custom tilesets? I'm not sure how people create such nice cities, the default tileset of remeres barely has any stuff (or maybe I have it bugged)
 
World generation inside of RME.

Module:
RME_x64_tmzqd2kGuh.gif

Results:
World, settings: scale 0.02, sea level 2, octaves 4, persistence 0.5, smoothing enabled
1730929388884.webp


World, settings: scale 0.04, sea level 3, octaves 5, persistence 0.52
1730929489740.webp

Cave, settings: Room size 15, variation 5, circular, number of rooms 6, distance between rooms 22, connectors width 1, connectors variation 0, connectors curviness 52
1730929652863.webp
 

I prefer to have everything inside one tool instead of jumping from one to another. Especially that now, I can:
1. Generate island;
2. Use populate tool to decorate it automagically;
3. Generate cave;
3. Use populate tool to decorate it automagically;

Everything will be generated on my current map, where I selected it. Even if I select a weird shape between already existing caves/islands, it will all fit.
 
Nice! I would like to have better tileset/ paletes handling. Its so difficult to create and keep them updated, and for some reason, they are not shares
 
I believe the priority for RME should be optimizing it first. Adding new features would only make it increasingly heavy, even for high-end hardware. :(
 
I believe the priority for RME should be optimizing it first. Adding new features would only make it increasingly heavy, even for high-end hardware. :(
Idont really have problems with optimization
 
Yesterday, while I was working on a piece of the map, I noticed something that would be very useful in RME. It would be great if we could copy and paste items not just with CTRL C + CTRL V, but also by assigning them to specific keys on the keyboard. For example, we could create our own set of items and assign them to keys: 1, 2, 3, 4, 5, 6, 7, 8, 9. This way, we would have 9 items at hand instead of just one under CTRL V. This would significantly improve the workflow for those who use the RAW Palette extensively.
 
Yesterday, while I was working on a piece of the map, I noticed something that would be very useful in RME. It would be great if we could copy and paste items not just with CTRL C + CTRL V, but also by assigning them to specific keys on the keyboard. For example, we could create our own set of items and assign them to keys: 1, 2, 3, 4, 5, 6, 7, 8, 9. This way, we would have 9 items at hand instead of just one under CTRL V. This would significantly improve the workflow for those who use the RAW Palette extensively.
yeah or like a border map where we can just change it to different ID and it fetches the itemIDS and corners automatically I mean technically fetching border north east shouldnt be hard since its gonna be empty IN NORTH EAST of the sprite xD
1730976353759.webp

so palletes of something like this and we can just change id and it automatically changes to sand grass etc. save using raw for placing "ground fillers"
 
Since I like to do something from time to time, even while not working on any particular project, I created this today.

What else would be nice to have in RME?
#1 Be able to set a table of ids correspondence to replace mutiple and diferent items on the entire map, like this OpenTibia - Convert any map to 7.6 (https://otland.net/threads/convert-any-map-to-7-6.259410/).

#2 Be able to load minimap images to generate maps, maybe asking which id to represent each color.

#3 Probably too far fetched, but generate maps based on screenshots.

#4 Be able to create palettes by using a proper graphic interface.
 
Two new ideas just popped into my head. One of them is the possibility of automatically changing the coordinates for teleports when moving a map. Every time I move a fragment of the map with teleports, I then have to manually change the coordinates for each teleport. It is known that we do not move the entire map, but only a fragment in which there may be a teleport that teleports somewhere outside the area of interest, so such coordinates should remain unchanged. However, if a given teleport and the place it teleports to are within the selected area, it would be nice if RME asked us if we want to change the coordinates for teleports.

The second feature - in the "Browse Field" window, there should be an option to "move above" or "move beneath". Useful when we have several items on top of each other.

That's all from me for now.
 
so like RME remembering position as that tile or piece of map once u add position.

and yes dragging items from palette in all menus replace browse field etc.
 
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