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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]
#398251
03/30/12 08:28
03/30/12 08:28
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Joined: Dec 2003
Posts: 1,225 germany
gri
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,225
germany
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hey congratulations for your growing family. Another Dad here at the forums.
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
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Re: MapBuilder
[Re: sivan]
#400426
04/30/12 18:01
04/30/12 18:01
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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Awesome work! I love the little jumpy motion newly created objects make! One thing I do notice though is that the editor is very specific to terrain-levels. You say it is terrain based, so I guess that's what you're going for, but if you ever want it to be more than that, maybe a grid and snap-to-grid (and snap-to-vertex/snap-to-object) functions would be useful. I hate your mouse pointer though. It looks much less professional than everything else in the editor . If I were you, I'd choose something that's very much like the ubuntu standard pointer. It needs to be thinner (more pointy) and smaller.
~"I never let school interfere with my education"~ -Mark Twain
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Re: MapBuilder
[Re: Germanunkol]
#400428
04/30/12 18:32
04/30/12 18:32
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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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ahh... I spent at least one minute with making that mouse pointer you are absolutely right snap to grid is implemented, there is a checkbox []snap both on obstacle models and map entities panel in the left middle somewhere... normally on, and entity middles are then set to closest tile middle. but it should be also for shrubs as they are also colliding entities... snap to object is planned later for multi-entity buildings only. I think it will be terrain specific forever, because I started to make it for my own purposes, and the whole editor is built around an automated terrain analysis and map decomposition process needed by my pathfinder and AI system.
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Re: MapBuilder
[Re: sivan]
#401459
05/19/12 20:55
05/19/12 20:55
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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Awesome work ! I just played Diablo 3 and seen ho much one game from 2006 is lot lot more advanced in tersm of levels and lightening : Titan quest. Some videos to inspire you with Titan Quest Editor : Developper diary : world editor Titant Quest editor part 3
Last edited by ratchet; 05/19/12 20:57.
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