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Releases: Garanas/faf-workshop

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1.0.0

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@Garanas Garanas released this 17 Oct 17:42
Immutable release. Only release title and notes can be modified.

FAF workshop 1.0.0

The first release of the FAF map editor, together with Vault of FAForever as it runs at
https://vault.jipwijnia.nl on the day of this release.

The map editor with Project Tabula: the terrain from above and in 3D, side by side

The map editor

A desktop application to make maps for Supreme Commander: Forged Alliance Forever, from a first sketch
to an upload to the vault. A map is a project of JSON and PNG files, so terrain tools, image editors and
git can work on it too; the editor writes the game's files when you export or upload.

  • Sketch a layout: pencil strokes, symbols, labels and a picture to trace, on sheets that never
    reach the game.
  • Terrain in layers you can change later: sculpting with brushes and stamps, curves for roads,
    rivers, ridges and cliffs, and a draft and final heightmap to round trip through World Machine or Gaea.
  • Paint the strata by brush, by masks and by rules; set up the water, the lighting and the sky.
  • Place markers, props, decals and units. Every edit follows the map's symmetry when you ask it to;
    presets, palettes and units in lines, rectangles and rings save the repetitive work.
  • Generate what a map needs: walkability, path networks for the AI, the preview, normal and shadow
    decals. Results go out of date when what they are made from changes, and can regenerate on their own.
  • Share: export into the game's maps folder, upload to the FAForever vault (with your FAF login),
    or commit, push and pull with git from the editor.
  • Extend it with Lua plugins, and drive it from scripts or agents through its automation server.
  • Learn it with the guided tours in Help, Tours, or read the guide.

Download

System File
Windows (x64) the .exe: run it
Linux (x64) the linux-x64 .tar.gz: unpack it and run the executable
macOS (Apple silicon) the osx-arm64 .tar.gz

Each is a single executable with everything it needs; no .NET to install. The first start takes a
moment longer while it unpacks its native libraries.

Before you start

  • The editor needs Supreme Commander: Forged Alliance and the FAF client's data on the same
    computer. The setup page finds both where the FAF client keeps them and asks for a workspace folder.
  • On the first start it converts the game's assets (textures, models, decals, cube maps) into the
    workspace, which takes a few minutes and a few gigabytes of disk space. A new FAF release asks to
    convert again.
  • Linux works, with OpenGL 3.3 or newer for the 3D view. Without a graphics driver, set
    FAF_MAP_EDITOR_SOFTWARE_GL=1 to draw it in software.
  • macOS is built but has never been started: its file dialogs, OpenGL and default folders are
    unchecked. Reports are welcome.

Known limits

  • The 3D view draws no team colours, normal maps or specular light on models yet.
  • Uploading chooses no licence: the vault's default applies.
  • Hydraulic erosion and merging height layers are not built yet.

Problems can be reported from Help, Report a problem, which writes a zip with the logs to attach to an
issue. Nothing is sent by itself.

Vault of FAForever

The Build order tab of a replay in Vault of FAForever

Open it at https://vault.jipwijnia.nl; it installs as an app from the browser.

  • Replays: search the vault, open your computer's replay folder in the installed app, or open a single
    file. Players, statistics, a playthrough of every order, build orders side by side, chat, events, sim
    callbacks and a moderation log. Every view is a link to share.
  • Maps: featured maps, the matchmaker's pools, a search of the whole vault, and a page per map with its
    terrain, resources, pathing, reclaim, replays and reviews.
  • Units: the base game and every FAF release since 3603, compared side by side and followed across
    releases.
  • Players: profiles, rating history, matches, achievements, leaderboards, leagues and comparisons.

Libraries

The .NET libraries that both are built on read and write replays, maps, blueprints, meshes and the
game's Lua data: see the README.