[Script] WME Add-Ons V0.45 ==> Features moved in WME Toolbox

Discussion for the unofficial, community-developed addons, extensions and scripts built for the Waze Map Editor.

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Discussion for the unofficial, community-developed addons, extensions and scripts built for the Waze Map Editor.

DO NOT START a new thread unless it is about a new idea. Keep discussion of existing tools within the main thread for that tool.

The official index of these tools is the Community Plugins, Extensions and Tools wiki page.

Re: [Script] WME Add-Ons

Postby enhket » Thu Feb 07, 2013 9:18 pm

petervdveen wrote:What does 'Snap dist' actualy do? ;)


it is the "magnetic effect" between 2 segments. the effect is as high as snap dist is.
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Re: [Script] WME Add-Ons

Postby enhket » Fri Feb 08, 2013 11:53 pm

bz2012 wrote:The "WME add on" appears to allows you to CHANGE the snap distance from the default so that you can 'taylor' the editors snap behavior to your taste. Again, if someone has different information, please chime in. I am just guessing.


Correct, It changes the default snap distance. it helps me to edit road geometries without zooming in.
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Re: [Script] WME Add-Ons

Postby enhket » Thu Feb 28, 2013 10:18 pm

moderators arent going to "sticky" it. It is an extremely useful script, but extremely harmful too. Being a level 3, you may destroy whole cities if you dont know how to use it. That is why the more hidden it is the better. If you wanna use the tools and find the script, you will need know them beforehand.
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Re: [Script] WME Add-Ons

Postby enhket » Fri Mar 01, 2013 5:44 am

massively?
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Re: Re: [Script] WME Add-Ons

Postby foxitrot » Sat Jan 26, 2013 7:22 pm

gdu1971 wrote:
cybernissart wrote:Can you detail the changes done by the Clean Roundabout feature ?
It looks like every RP need a clean action, as it seems to modify them.
Is it removing street name and similar ? Changing some soft turn ?

- apply CityID if found, highest street type and highest level +1 on all roundabout segments (level +1 is just a cosmetic issue for the client and editor)

Could the level bump be the reason? Is the level+1 applied even if all segments' levels are the same?
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Re: Re: [Script] WME Add-Ons

Postby foxitrot » Mon Feb 18, 2013 9:51 pm

gdu1971 wrote:For example, a script for level 5 users which is able to create a node for each intersection of selected segments (thx enhket for the idea). Ideal for new cities, just draw lines and click "node maker" to create all nodes.

Sadly reminds me on many infamous points' picking grids, occasionally found here-and-there :sad:
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Re: [Script] WME Add-Ons V0.45

Postby frfabi » Sun Oct 06, 2013 12:41 pm

Please update the "open in >" links (doesn't work with the new WME v1.3-108 Release)

Also include the new headers https://www.waze.com/forum/viewtopic.ph ... 50#p570750

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[Script] WME Add-Ons

Postby fvwazing » Wed Jan 23, 2013 12:23 pm

Save the script as a LOCAL file and drag and drop that one.
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[Script] WME Add-Ons

Postby fvwazing » Wed Jan 23, 2013 6:55 pm

Chances are 100 to 1 that someone will come along and remove the TR, destroying that brittle arrangement. Insert a stretch of parking lot road instead and name it "Residential access only" (so the next editor has a clue at least).
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Re: [Script] WME Add-Ons

Postby fvwazing » Thu Jan 24, 2013 1:06 pm

davipt wrote:
fvwazing wrote:Chances are 100 to 1 that someone will come along and remove the TR, destroying that brittle arrangement. Insert a stretch of parking lot road instead and name it "Residential access only" (so the next editor has a clue at least).


If it's residential access only shouldn't it be a private segment? Or is it a public mostly building parking street that goes parallel to a main street and waze tends to route through it because probably the main street has more junctions?


Maybe it should be called "Closed for guests"?
The way I understood the problem is that a certain area has limited access - so every entry should be private road. Of these roads some are more restricted than others - they are closed for guests, but open to residents. PLR would stop creating a route through those gate but suppress MapErrors from happening. Wasn't that what the OP wanted?
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