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MapBuilder 2
#418028
02/20/13 13:31
02/20/13 13:31
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Joined: Mar 2011
Posts: 3,150 Budapest
OP
Expert
MapBuilder 2
MapBuilder Editor has arrived to a new stage. Beside keeping it a lightweight editor, a lot of new features are packed into it, extending the old system with support of 3D Game Studio A8 Commercial/pro edition (object shaders, decals, pssm shadows, shade-c 0.91 water shader and shadowmapping, post processing shaders). This way Free and Extra users can experience with the possibilities of Commercial edition, or can choose to limit options to the basic engine functionalities, to utilize only compatible features during level design time. MapBuilder now offers static lightmapping for all the engine editions, and a completely new, vegetation and texture package, to achieve both quality and performance, optimized for 3D Game Studio A8. Level testing also features some weather effects now, to see at design time how performance changes in case of many snow or rain particles. At the download page you can find the version history mentioning all the important improvements done on each update, just shortly: - From version 2.2 MapBuilder is open source, and features improved pssm shadows, shade-c based shadowmapping and water shaders, new shadow and water editors. - Update 2.21 provided some wmb saving/loading improvements. - In version 2.3 the source code is completely reorganized, the terrain editor is reworked, entity modification is more flexible, it has much better entity seeding options, offers two camera modes. - Update 2.32 includes two example projects using the editor source directly covering various ways of level loading, and a 4 level mini shooter game with our favourite wizards. - Version 2.4 features improved shadowmapping, rewritten shader package, improved water, more flexible lightmap usage, fixed nexus and memory handling. To download the latest version visit MapBuilder homepage. Or: MB 2.40 (160 MB) https://www.dropbox.com/s/rlnuxz5k7opj97j/MapBuilder240.zip?dl=0MB 2.41 patch (1 MB) https://www.dropbox.com/s/rge9fmoddmbhngs/MapBuilder241_patch.zip?dl=0
Last edited by sivan; 01/08/15 15:55.
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Re: MapBuilder 2
[Re: sivan]
#434526
12/20/13 13:24
12/20/13 13:24
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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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jepp, exactly like you said.
With the changes no crashing and its realy slow. But I would only take a short look here at the office. After my machine died, I had to reactivate an ancient PC.... good enought for "javaring" statistics and regressions but not potent for Rendering.
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
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Re: MapBuilder 2
[Re: oliver2s]
#434550
12/20/13 18:19
12/20/13 18:19
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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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@gri: thanks for the feedback! unfortunately, those old pc-s are too slow even if you use decal and stencil shadows fortunately I got a new notebook a year ago for my job, and it is fine for my hobby too. @oliver2s: no hurry, and I hope you can get some inspirations/ideas for your editor! ------------------------------------------ and some NEWS! - no joke, real development news after a day of the release: I decided not to create a separate script package for the game demo projects, instead I put into the existing code some #ifndef/#else branches to exclude editor specific functionality calls (it is an easily manageable amount). you should only add a line #define MB_GAME and things will work, I just tested it a few minutes ago with a complex level loading. I know it results in a slightly higher memory usage, but not significantly because mostly dynamically created objects are used by the editor. but it has the advantage to easily access other functions from your game, for example in-game terrain deformation or terrain texture painting, you just need to do a little similar job sometimes. or ask help here if you are in trouble. so in the following weeks I have to rework only a bit the old example projects, and make some new better ones, and all of them will be included in next update somewhen in January. this approach makes easier my work, as sometimes I can realize what is needed by a game only when I actually create one. I hope you will agree with this solution.
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Re: MapBuilder 2
[Re: sivan]
#434574
12/21/13 09:54
12/21/13 09:54
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Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
Expert
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Expert
Joined: Aug 2002
Posts: 3,258
Mainz
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and how stable and flexible it is when loading a lot of different levels and changing a lot of parameters... Yes, there are still memomry leaks in ne EVO version. While I wrote a wrapper for Shade-C <-> IceX3 I've fixed the memory leaks. Now it works perfect.
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Re: MapBuilder 2
[Re: sivan]
#434603
12/22/13 11:49
12/22/13 11:49
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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Sorry for the off-topicness (I'm good at it, apparently), but I thought Shade-C was open source and on Github? Wouldn't it be better if Oliver forked the repo and made a pull request with his changes? Seems better than having two versions that are developed independent of each other...
Dunno, I'm out of the loop and could be totally wrong, just wondering.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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