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TEdit - Terraria Map Editor - TEdit is a stand alone, open source map editor for Terraria. It lets you edit maps just like (almost) paint! It also lets you change world settings (time, bosses downed etc), edit chests and change sign, make epic dungeons, castles, cities, and add rewards for your adventurers!

Home Page: https://docs.binaryconstruct.com/

License: Other

C# 99.83% PowerShell 0.17%

terraria-map-editor's Introduction

Terraria Map Editor - BinaryConstruct

Build status GitHub Version CodeFactor

tedit

TEdit - Terraria Map Editor is a stand alone, open source map editor for Terraria. It lets you edit maps just like (almost) paint!

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terraria-map-editor's Issues

Mouse over tile type

Pretty much what I'm looking to add is a request for tooltips or an info pane or something showing what tile type is under the mouse... maybe down with the X/Y coordinates?

Straight-line tool

I really like the world editor but I believe there should be a tool for drawing straight lines! I'm not very good at keeping my mouse steady :X

Missing objects/tiles

Some objects are not able to be placed, but can be found:
-Altars
-Shadow Orbs
-Furniture

Sign Text resetting

Here's the bug.
Each time I use editor, it resets all sign texts.

Probably that's because sign editor is not completed yet in latest release

Copy/Paste parts of the map

Hey!

The reason I googled my way here was because I'm trying to transfer my house between worlds, so I don't have to make a new structure every time Blue decides to add new stuff to newly generated worlds in every single patch.

I was thinking maybe that a way to do this would be to load two worlds and use the rectangle selection tools to transfer chunks from one map to the other one, including chests and placed items, not just blocks.

Thanks and keep up the good work!

Brush template size losing value on switching to pencil

If you set a template size (say 49x82) when using the brush tool, upon switching to the pencil tool the size switches to 1x1 (as you would expect). Going back to the brush tool afterwards the size reverts to the minimum/default of 2x2.

Would it be possible to save the last used size of the brush tool? I find myself often switching to the pencil to make a quick correction or change, then back to the brush and having to set the size again.

Note: Currently the arrow tool makes no change on the template size at all, as mentioned in another issue. If the arrow tool template gets change to 0x0 when switched to (so as not to show a template), the same problem could be caused that the pencil currently does, unless the fix accommodated for that. On the other hand, if the arrow tool merely hides the template this shouldn't be an issue, as long as selecting another tool re-displays the template!

hi

09/06/2011 20:38: Fatal - Could not load file or assembly 'TerrariaWorld, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
at TerrariaMapEditor.FormMain..ctor()
at TerrariaMapEditor.Program.Main()
09/06/2011 20:38: Fatal - Could not load file or assembly 'TerrariaWorld, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
at TerrariaMapEditor.FormMain..ctor()
at TerrariaMapEditor.Program.Main()

Wiki

The wiki needs some content. If anyone wants to help, it should be editable. For screenshots and images, put a link to its current URL and I'll move it to my host. Thanks in advance!

Dungeon Entrance / Old Man

Noticed the dungeon entrance is greyed out (uneditable). Am I right in assuming this is where the Old Man spawns? If so, would be awesome if it can be edited! Current old man spawn point doesn't suit my custom map.

By the way, the editor is much appreciated, thanks for putting in your time and effort!

Note: The hover-over text for the furnace is displaying as Furnance, unsure if this intended or not. Also applies to the hellforge (displayed as UnderworldFurnance).

Chest list improvement

right now it looks like you've got a plain ListBox showing a list of the chests, which works, but it might be a good upgrade (after more important issues, lol) to switch to a ListView in details view with clickable column headers to allow sorting the chests by ID, X or Y separately... this will be especially handy when/if object editing gets added down the road :)

Copy, Paste, Import and Export

BC - See issue #65

It would be nice to have a clipboard that you can use to copy & paste an area or blocks.

For example, I made a spawn area on one map. I want to just copy the whole thing to another map.
Or I made a nice pixel art. I want to just copy it to somewhere else on the map.
It would be even better if you can save a small schematic that you can load anytime and paste.

Rectangle tool breaking the editor

As the title says, use of the rectangle tool in the v2 prerelease is breaking the editor. Once you use the rectangle tool you can't paint or erase using the pencil or brush, whether its a wall, tile, or liquid.

EDIT: Actually, its not breaking it at all. I found out the rectangle tool makes it so only what you do within the rectangle is affected. You can clear the rectangle using right click while having the rectangle tool selected.

Launch?

I feel so stupid because it seems like everyone knows how to at least launch the program... but how do I do it. I see no executable of any kind. I have .net framework 4.

Load bug

Don't know how I missed this with how long I've been using the editor! Only noticed because editing the wiki made me wonder what would happen.

Simply, trying to open a non .wld file causes the editor to die. Anyway to catch this exception?

Similarly, trying to save when you have no world open will cause a crash (why you would do this is beyond me though!).

Somewhat related, will the 'save as' function be reintroduced? Writing this part in the wiki atm.

Right-click to move

Seeing as right-clicks are currently unused, you could greatly improve general handling by implementing a "hold right MB to grab and move the map around" function. Very useful if you're zoomed in.

Snap grid, shapes and lines

For those of us with unsteady hands, or used to graphing/grid paper for drawing, this feature would be most appreciated. When trying to make a series of 16x16 blocks, it's rather annoying to have to constantly make SURE I'm not one pixel off, or have the mouse move JUST enough when I click to offset my work. I caught a mistake in my project far too late thanks to this, and as a result, have had to scrap the entire map. An entire day's work, gone. Not to sound like an angry ranter: but for those of us who want precision in our map editing, a grid system and ability to snap the cursor to the grid would be a GODSEND.

A grid display would, preferably, be customizable, IE: 2x2 grid, 2x3 grid, 16x16 grid, etc, with the ability to snap the drawing tools like the brush to the grid. (Preferably with snap options that would allow for 1 block of spacing as well. IE, so you can put multiple 16x16 blocks together, but each block is still 16x16, instead of say, connecting two 16x16s and ending up with a 31x16)

Another nice set of tools would be those you find in most painting apps: lines, shapes, etc. Trying to draw a straight line with a pencil tool on a mouse is near impossible unless you have the world's steadiest hand, so a way to draw them easily would be wonderful.

Chest clicking

Maybe add the ability to alt+click on a chest in the map editor and it pulls it up on the chest ListBox.

Dropdowns not wide enough

The dropdowns for selecting which tile are too narrow, cutting off the names of many of the tiles.

This makes it impossible to tell apart the "UndergroundJung" ones

1.0.5

Can't open any map that has been generated or even played on while 1.0.5 has been out.. ?
edit doesn't support new files or something?
it gives me "invalid file" whenever i open the map.
this is only since 1.0.5

Suggestion Mouse Wheel Zoom

What about making mouse wheel zooms into the pixel where the mouse is located at? and zooms out from the location away?
Would make the handling more easy.

Saving Problem

When ever i go to save or save as, it says, 'saving' then it takes forever, and by that i mean the first one i tried to save didnt finish after waiting over 3 hours...
HELP

Spawn Point Picker Tool

Tool to place important points, such as spawn, npc locations, dungeon entrance, etc

Related issues :
#17 Spawn tile picker

Also, this will validated locations on saving and prompt or move them to a valid location

Walls and walls

Writing the wiki, I realised how confusing it can be to explain the difference between (background) wall editing and the (border) wall option underneath width/height.

Could the text labels for these be renamed respectively to background and border?

Bucket Fill

In terms of using the paint bucket, I'd like to see an unrestricted version of being able to fill an entire area with a certain piece of earth in just a single click, instead of having to use the rectangular selection to fill in an area. Custom mapmakers like myself would be quite overjoyed in seeing that ability being unrestricted, as using the Pencil and Paintbrush can be very tedious when working on a map.

In-game textures

Low priority, but I'd love to see an option to toggle showing the blocks using the in-game textures (only when the zoom level is high enough of course)

This would be great for generating screenshots without having to drop torches all over XD

Walls and Blocks

At the moment, having 'paint' unchecked for the walls and blocks causes you to remove existing walls/blocks when using the tools. This makes it time consuming to change a backing wall for a structure already built, as you can't just use the rectangle & fill method as this will remove/change the blocks as well, and you have to be careful using the pencil or brush not to make a mistake.

Perhaps you could make it so having 'paint' unchecked instead of removing tiles of that kind it simply means you don't alter tiles of that kind. As a replacement, add in an empty/remove option to the drop-down menu.

Checkbox selection

I am finding that the checkboxes are not being that responsive, i.e. not checking/unchecking when being clicked.

The very edges of the checkbox seems to be the best bet at using (checking/unchecking) them, whereas clicking towards the middle often has no affect at all. The checkboxes have the blue highlighting effect and this seems to affect whether they can be used; when its blue the checkbox can be used, when its grey it can not (even if you are within the bounds of the checkbox). Seems to lose the highlighting somehow as you go towards the middle. Also, the checkbox area seems to extend a good distance to the right of the actual checkbox as if its getting stretched. Could be a resolution issue perhaps (I use 1920x1080 widescreen).

Set NPC spawn points

This request is perhaps out of bounds of the map editor, but might be possible?

I'm wondering about npc editting within a map. I noticed the npc tab and got thinking. The chest tab allows you to edit chest contents. Could the npc tab be made to allow you to edit npcs?

At the moment there are four types of npc:
Guide: Displays information in a message box.
Nurse: Heals health (so a stat change) for a cost.
Merchant/Arms/Demo/Clothier/Dryad: Sells items from respective and individual inventories.
Old Man: Spawns a boss when clicked on (under certain conditions).

Would it be possible to spawn an npc at a certain place on a map (so painted there as such)? Would it be possible to give it a custom sprite and name? Could it use one of the existing functions the current npcs have but slightly modified (different inventory, different monster spawned, etc)?

A lot of questions, a lot of work! Makes me eager to go learn C# and have a go at it myself!

Spawn tile picker

not sure if it's on purpose (and I haven't looked into the specifics of world saving/loading) but the "spawn tile" property in world info is grayed out and un-editable.

Is there a reason for this? Because I was under the impression that the non-bed spawnpoint of a world was not something the rest of the world hinged on, and one could change the spawnpoint theoretically for a server or something.

Missing objects/tiles

Some objects are not able to be placed, but can be found:
-Altars
-Shadow Orbs
-Furniture

Vacation

Heads up, I'll be out of town without computers or internet for a week or so. I'll try and post updates when I can, but don't expect too much.

I will try to address issues up to #15 before then though.

Underwater objects

As of 1.0.1.5, most (or all?) objects under water are displayed as "Water(255)" in the status bar. If that isn't fixed in v2 already, please look into it. I noticed this while looking into what the unknown new things are.

...
And while i'm posting here, new/updated entries for colors.txt:
3. WallStone2 -> WallCorruption
22: CorruptionStone1 -> Demonite
25: CorruptionStone2 -> Ebonite
80: Cactus
82: HerbSprouts

About Editor ...

How can o remove the red points on the map ? (chests,life crystals and the pots with torches , bombs , etc )

Fill patterns

Example, fill 30% stone, 20% obsidian, 50% dirt.

It should always total 100% and have the option of layered, random or sequential patterns.

Highlighting button choice

Loving the new prerelease of v2!

I would like to ask if you could possible make the current button choice more obvious. Its possible I'll get used to it as is, but at the moment takes a second or two to work out whether I have pencil, brush, or something else. Same with the eraser (which is an excellent idea by the way!). Also, the cursor choice doesn't change the visual to a cursor (although functionally it works, i.e. it doesn't paint).

Torch and other "sprites" Placement

If you paint in a torch with the editor that isn't attached to a surface the game wont load the map (it gets stuck at tile something 1%). I noticed this when I tried to add in a line of torches, some of which were not attached to anything. After several tries loading the map ingame, I removed the offending torches in the editor and all was well.

Would you be able to catch this problem while people are using the editor to stop them making the same mistake? Or require the torch has something to be attached to when being painted in (and removed if something it was attached to is also removed).

Problem loading world map after editing.

After I have edited the world map in my single player game. I get the following error after Terraria has finished initializing the world "System.IndexOutOfRangeException: Index was outside the bounds of the array, at Terraria.WorldGen.loadWorld0". The only option is to go back. Each time I try and load this edited map I get this exact same error. I have checked the file sizes on the edited and the original backup. Edited is 91.5MB, Original 91.6MB. Would this cause a problem?

Zoom fine control

Maybe this is already planned for v2, since it was in the first version, but here's the deal: Implement some kind of greater control about zoom, mainly so you can jump to "clean" values like 200%, 300% etc. easily.
Either by letting us manually enter zoom percentage like before or maybe by snapping through predefined values (25, 50, 100 % per mouse wheel click). Or, well, any other method you can come up with.

Something else to consider would be shortcuts (or buttons) to x2, x4, x8 zoom.

Tiles and sprites

Could you seperate these out? There are quite a lot of each, so it could be handy for future additions. Also, sprites can share space with liquids which tiles can not do, although sprites can not share with tiles.

There are however a few odd balls like torches and cobwebs which I'm not sure which they would fall into. I'm not sure they can share space with liquids as putting a liquid over them ingame causes them to drop.

P.S. Made some changes to the wiki and saved them. Going to carry on making changes. Tell me if anything I done is incorrect, missing, or needs further expanding on.

Download?

Will the download be back up? I've been looking for something like this, and I was disappointed to find out it 404'd.

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