This tool is great, thanks!

Looks like there went quite some work into it.
Some (I hope) minor suggestions:
- add a reload option
- remember the directory of the last edited map when clicking "Open..."
- make it so that the "Flags" field is displayed and can be edited in hexadecimal instead of decimal (that is because this part is logically structured that way, for example setting the fifth hexadecimal digit to 1 changes a block to the version of it that is attached to the ground (this applies for Stadium at least))
- (optional) enumerate the block list (ideally skipping unassigned blocks)
- (very optional) add wildcard searching (so you can e.g. type "<12,_,17> to search for all blocks with x=12, z=17)
xt3 wrote:Also I found Y 9 the height Of the block to be Y 1 onChallengeEdit.
TGYoshi wrote:I'm not entirely sure what your issue is with the block Y coordinate, I'm not completely understanding you.
I'm also not sure what xt3's issue is, but I guess what he is pointing at is that the ground level in Stadium used to be at y=1 in ChallengeEdit/TMF, as opposed to y=9 in MapEdit/MP. I'm pretty sure though that this is not a bug in the tool, but rather a difference between the old Stadium and the new. After all, in all TM envis other than Stadium you could always have tunnels below ground level, so it's perfectly normal to have y>1 for that level. This change is most probably due to the addition of the new tunnel blocks shown at the ManiaGala.
TGYoshi wrote: I do not recommend editing unassigned blocks tho, unless you edit the block above to a non-linked block.
You can use the Clone button to copy a block and edit it that way. It could help.
Could you shed some light on this "unassigned blocks" business? What are they for? Why do you get crashes when removing them? What is a non-linked block, is this like the "primary" blocks in ChallengeEdit (the ones marked "P")?
xt3 wrote:Well Im having trouble with Dirt. After I resave the track and open them the dirt gets removed? got any ideas? Perhaps a dropped down list of all the blocks?
I have the same troubles. But again i guess that this is a MP-issue and not a MapEdit one. When you load a map, the editor runs some routine which checks all blocks and adds some Clips etc. It seems that this routine makes blockmixed terrain blocks vanish. Maybe Tiggs knows more about this.
I have done some testing, and this seems to suggest that the terrain blocks remain intact if you
do not edit the map ingame after saving it in MapEdit (validating and calculating shadows seems to be ok though). So a fix seems to be to postpone any terrain editing work until the very end of the building process.
Of course this is not really satisfactory, so if no other solution can be found, it could be nice to add a feature to MapEdit which lets you save a list of blocks in a seperate file (much like the macro blocks of the ingame editor) and to add such lists of blocks to the end of a map file. That way you could save your blockmixed terrain blocks and restore them whenever they get killed by the game.