![]() ![]() One of the most requested features – drop shadows – has been added and works in all export formats.New path tools: Flattening and smoothing of paths.Graphics files can be dragged into a Scribus document from the Picture Browser. Basic table and cell styles have also been implemented.Ī new feature-rich plug-in called “Picture Browser” enables asset management for graphics files by tagging them or creating graphics collections. Tables in Scribus work now more like those in other DTP and word processing software. The tables tool has been completely rewritten. Inline Objects in text frames are finally fully editable.Auto-adjustment of text frames to text size.Text in a frame can now be aligned to the top, the center and the bottom. This has been one of the most-requested features with respect to Scribus’s text features. Automatic creation of text frame links.Note that full support for some libraries may not be available on Mac OS X and Windows until the final 1.6.0 release. UniConvertor), Scribus will detect an installed version automatically. In most cases Scribus needs to be explicitly compiled against these libraries, so they become dependencies. More dependencies: Scribus 1.5.x makes extensive use of many more external libraries than earlier versions, especially for import filters.Qt 5: As of version 1.5.0, Scribus is being built using version 5 of the Qt toolkit.Instead, all 1.5.x versions are technical previews of the upcoming stable Scribus 1.6.0! If you try to do some serious work with 1.5.x, you do so at your own peril. To be precise, you will not be able to open 1.5.x files with version 1.4.x or any earlier version.Īlso note that the 1.5.x series is not an officially stable version. Please note that the file format has changed and is not backwardly compatible with any prior stable version (1.4.x or earlier). Create a new account here.This is a cursory overview over the most important changes in Scribus compared to the latest stable version 1.4.x. While some smoothing should take care of that, it might not give you the result you desire.Īgain, and I can't emphasize this enough, I have never tried this (though I have edited the map01_dem.png files of my maps extensively) so I can't guarantee a good result. You probably will, however, get a nasty border around the edge of the import since it's probably not the same height as what you already have. It seems to me that you could open both terrain files, then copy and past the 1x map's file into the 16x map, place it where you want, then save and off you go. A standard map's terrain file is 1025x1025. This file can be opened and edited with pretty much any standard paint program (photoshop,, GIMP, Krita, etc). You'll generally have only one or the other. The terrain for the maps are stored in a file called either MapName/maps/map01/map01_dem.png or MapName/maps/map02/map02_dem.png. I think that I worked out a solution but I have not tested it. ![]() Its too bad you cant just put the second terrain at the correct height and combine it with the existing terrain. Maybe there is possiblilty to do it in Maya, like: creating plane (2k map is 2048x2048 squares) and subdivide it by 16k next add attributes and export it.īut IMO there isn't possibility to do that (I guess that GE will crash) So im looking to combine them or somehow import the terrain as an object maybe? Anyone have any experience with this? Which works in the editor, But the game crashes im assuming because there are two separate terrains in the scenegraph. I tried just importing the map into my map. ![]() Im asking if its possible to take the terrain of a 1x map and import and merge it with the terrain in my 16x map. ![]()
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