Map-hexing.

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Vielskan
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Map-hexing.

Post by Vielskan » 11 Sep 2008 19:54

Isn't there a tool that is SIMPLIER than Rixmix?

To use with Island and stadium.

A tool which can place other blocks over anothers.

For example a tunnel-block and a jump-block on one place!! :D

Sorry my bad english :oops:
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Re: Map-hexing.

Post by Zooz » 11 Sep 2008 20:46

no

spiun
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Re: Map-hexing.

Post by spiun » 24 Sep 2008 00:54

Actually what I feel I need is a more complicated one, since rixmix can only recognize the first block of a certain type ;)

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Re: Map-hexing.

Post by Zooz » 24 Sep 2008 08:10

yes

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MrA
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Re: Map-hexing.

Post by MrA » 24 Sep 2008 14:50

Zooz wrote:no
Agree
Zooz wrote:yes
Agree


:roflol:
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Re: Map-hexing.

Post by bara » 24 Sep 2008 18:56

MrA wrote: :roflol:
agree xD :thumbsup:

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Mac Matrix
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Re: Map-hexing.

Post by Mac Matrix » 24 Sep 2008 21:42

I thought the answer was so obvious.

:roflol:

Will I get a flamewar started by arguing that there are too many bad mapmakers trying to ruin the beauty of mixmaps? =/
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Re: Map-hexing.

Post by spiun » 25 Sep 2008 09:16

Will I get a flamewar started by arguing that there are too many bad mapmakers trying to ruin the beauty of mixmaps? =/
You don't need to worry about me though, as soon as I come up with a mixing idea that could be actually useful for me I can't make rixmix to do it so I give up (got no mixmaps ;))

Seriously, the only time I need it is when I want to put two blocks that share the same square (cube) but would otherwise *not* touch eachother at all even if they are at the same square. Recent example: a vertical loop-block at one side and blue platform "edge" thing on the other (two completely separate parts of the track). Oh well :P

edit: Hmm. Maybe I could make a rixmix-like tool that can see all blocks when I have the time. By rixmix-like I mean almost-no-gui x-y-z coordinates but list all found blocks :P

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Re: Map-hexing.

Post by Boogs » 26 Sep 2008 03:55

spiun wrote:Actually what I feel I need is a more complicated one, since rixmix can only recognize the first block of a certain type ;)
Skubidou's ChallengeEdit ftw :D
http://skubidou.free.fr/TrackMania/Prog ... Edit04.zip

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Re: Map-hexing.

Post by spiun » 26 Sep 2008 13:22

Okay lets check that one out :)

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Re: Map-hexing.

Post by Mac Matrix » 30 Sep 2008 15:51

I've never heard of that. O_o

I was always (assuming I'm correct) using the same method that Zooz was doing. Hm. O_o
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Re: Map-hexing.

Post by spiun » 01 Oct 2008 00:10

Btw ChallengeEdit is phenomenal, works like a charm :D I guess it will become the new RixMix :)

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Re: Map-hexing.

Post by Boogs » 01 Oct 2008 02:44

Latest version: http://skubidou.free.fr/TrackMania/Prog ... dit04c.zip

Can check out the thread in the TM-Creative forum to keep up to date
http://www.tm-creative.org/forum/showthread.php?tid=644

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Re: Map-hexing.

Post by Mac Matrix » 01 Oct 2008 10:39

Hm. So has someone finally cracked the way GBX compression works?

And if I read those posts right, the tools seem quite limited in their scope (apparently can only edit a map under 500 coppers?) so for small-scale and simple maps they seem ideal, but on more complex maps (or how I build maps) it seems quite useless.

I have a tendancy to build a map, then decide to hex something half-way through when there's 2000 coppers worth of stuff on the editor.

Also I wonder if those tools are capable of removing parts of inflatables or possibly the fabled dirt tunnel... (which I've already done) hm...
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Re: Map-hexing.

Post by Boogs » 01 Oct 2008 13:38

Mac Matrix wrote:...apparently can only edit a map under 500 coppers?
Never had any problems with copper amounts
Recently made a Coast track I used CE with that's over 6000c and it loads the track fine

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