KSM Editor

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Mar 30, 2007
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Hey, I've desided to futher develope my KSM editor, after some good experience with KCM handling.

The current layout is show on the image below, some of you might know it allready. The current changes is that it now also loads a KCM, if found in the same folder, and uses that as background.

I lack some ideas for the interface and drawing modification, and I would like some suggestions from the users in here.

Enough talk, here is a screenshot:
DeathArt - KSM Editor - RaGEZONE Forums


The application will be open-source, as all the others. I just haven't be arsed to upload the source to my FTP yet, as I'm currently recoding alot.
 
Re: [DEV] KSM Editor

What I would love to see is a polygonal lasso type tool (like the one in photoshop) and a fill area tool. Some basic shapes like circles and squares might also help.
 
Re: [DEV] KSM Editor

input fields... For numeric XY coord, from ingame.. to make more precise areas..
123123,123123;55555,234234;89838,345633;
XYseperated by ;
to load many fields at a time...

Pen toolsize.. to draw small and big and bigger.
 
Re: [DEV] KSM Editor

omg finally we can edit ksm and have a reference to where it will be in-game :o and Open Source :D MIT?

well excuse me while i go start the DeathArt Fanclub ^.^
 
Re: [DEV] KSM Editor

Well I have a lot of experience with modifying KSMs. Either with KSM Ultimate as with bakabugs and your editor. I didnt succeed in making new PKFree zones, such as towns etc using all tools. Even saving monster-free places didnt work quite well

I don't know if it's the specifications that were wrong, or something i missed, but there is definatly something we don't know yet about ksm.
 
Re: [DEV] KSM Editor

yeah when it will be finished :D?
 
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