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MapBuilder
#388396
12/02/11 10:49
12/02/11 10:49
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Joined: Mar 2011
Posts: 3,150 Budapest
OP
Expert
MapBuilder
MB is a lightweight outdoor level editor ideal for 3DGS beginners for creating game scenes within minutes without deep 3D knowledge. It is terrain based, populating with sprites, models, and wmb entities is really easy, just one click. Entity placement and modification, sky and material adjustment, terrain deformation and texture painting in real time, by a simple graphic interface, with open source save/load system. Wmb levels can be opened and exported too, from version: v.1.07. Postprocessing in WED is possible by .$$m files. Freeware resources are included in the package. Compatible with both A7 and A8 engines. Suited for 3DGS 'Free' and 'Extra' editions of 3DGS. Later some additions of shader functionality can be expected for 'Commercial' users. The editor package, 4 simple example game projects (open source, containing the necessary MB level loading scripts), a script and file package for creating new projects, and the (partially ready) online documentation can be found at MapBuilder homepage . There are also some other resources and tutorials too. Everything for free More screenshots showing menu options and example scenes Video Tutorials The integrated RTS pathfinder and game AI system in development
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Re: MapBuilder
[Re: sivan]
#389614
12/16/11 10:55
12/16/11 10:55
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
OP
Expert
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OP
Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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News: due to your feature request, I'm working on the integrated terrain editor, but has no enough time because it's Xmas... anyway raising/lowering vertices based on various brush images is ready, with 10 undo steps, as you can see on this fresh screenshot (except smoothing): [IMG=http://img528.imageshack.us/img528/5300/terraineditorshot1.th.jpg][/IMG]Saving .hmp works only for non-chunked terrains at the moment... But I beleive in HeelX's success Texture drawing (no .dds support) is the next thing to implement (I have some old codes for it, so hopefully next week I can complete it). Terrain randomization is also planned, but it needs some more research...
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Re: MapBuilder
[Re: Roel]
#389621
12/16/11 13:03
12/16/11 13:03
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
OP
Expert
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OP
Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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thanks, anything can help me, so any information welcome I have some Unity codes too as a guidance... and yes, I would be happy with shadow mapping too, so probably I'm going to deal with that topic soon (needs also some research).
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Re: MapBuilder
[Re: Roel]
#389764
12/18/11 08:32
12/18/11 08:32
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
OP
Expert
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OP
Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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I found and downloaded all the 256k contest programs, there are really useful things inside. I had problems with ent_fixnormals (in A7 works, in A8 does'n), but finally solved by setting d3d vertex normals directly (c.v.nx), after deformations (but the result differs a bit from that how engine sets them). Moreover, now in A7 compilation terrain saving works for chunked terrains too, but in A8 the first chunk remains unchanged... and raising/lowering/enflatten all the vertices also result in .hmp saving errors (maybe some header settings are not okay) so I have fun
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Re: MapBuilder
[Re: sivan]
#389771
12/18/11 12:42
12/18/11 12:42
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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Saving .hmp works only for non-chunked terrains at the moment... But I beleive in HeelX's success I advice you to use an intermediate representation of a terrain rather working on the entity itself. Since I focus on terrain generation from topographic maps atm, I have a struct (see below) that holds the data, my plugin takes it and saves it as HMP7. [EDIT] I will also add functions to transform an terrain entity into that struct.
typedef struct Hmp
{
float width, height;
int rows, cols;
float* heightfield;
int numSkins;
HmpSkin** skins;
} Hmp;
typedef struct HmpSkin
{
BMAP* internBmap;
char externFile [256];
MATERIAL* mat;
char* effect;
struct HmpSkin* shared;
BOOL mips;
int mipsFilter;
} HmpSkin;
This is mainly done for a client's project, but since I hold the rights for the code, I am targetting to make a full hmp solution. Will be ready around February I guess. This plugin is not going to be free.
Last edited by HeelX; 12/18/11 12:43.
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Re: MapBuilder
[Re: sivan]
#390013
12/21/11 14:15
12/21/11 14:15
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
OP
Expert
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OP
Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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News: a very short step-by-step tutorial is added to the homepage about how to use the level created by MapBuilder in your project: http://mapbuilder.zxq.net/MBloadtutorial.html only 7 steps, and some copy-paste... an extended version is planned with some illustration too.
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Re: MapBuilder
[Re: sivan]
#391305
01/10/12 11:04
01/10/12 11:04
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
OP
Expert
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OP
Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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Update on homepage http://mapbuilder.zxq.net : Example Project 2, with the very basics, mainly for 3DGS newbies: Load a full game level created with MapBuilder. Or load it from separate terrain, settings, and entity map files. Simply, just read the well commented main script, and you will understand how MB works. New Project pack: It contains all the files and folders you have to include in your game folder by default. Furthermore, of course you have to copy to your game folder your map files saved in MB editor, and the graphic files you used (always simply to the same subfolder as they are placed in the editor). If you have any question, contact me bravely.
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