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Re: Oromur Legend : [Re: mk_1] #413802
12/18/12 08:48
12/18/12 08:48
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
hi

making an own editor is time consuming but can worth it as it is perfectly suited for your game, and making a lot of levels will be much easier finally. or making random levels.

however there is a chance to use my editor:
- you have to create a flat terrain as a base in MED, and put it to MapBuilder
- if you need water, set terrain height below zero in MED, and add water in MB
- you need to place your tile models to terrain_mdl folder within MapBuilder. there is snapping for terrain model placements due to actual tile size.
- tile size is adjustable between 16 and 100 quants by a slider at settings menu
- if your tile models are centered and levelled to zero in MED they should be placed well, even onto each other. c_trace is used on placement, terrain and terrain models surfaces are detected, terrain models origo will be the hit position

so in theory you can put some hundreds of models onto the terrain and onto each other within a few minutes. in next update that comes soon, model preview is available and shown at placement position.

then you can make notes of player placement positions, there is a window showing cursor and tile positions.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Oromur Legend : [Re: sivan] #413814
12/18/12 14:46
12/18/12 14:46
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
Quote:
16 and 100 quants

not 16 and 128?

Re: Oromur Legend : [Re: lostclimate] #413816
12/18/12 15:17
12/18/12 15:17
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
no, but really don't know why laugh I think it should be modified... maybe extended to 256, but one tile is supposed to be set to character size.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Oromur Legend : [Re: sivan] #413832
12/18/12 20:55
12/18/12 20:55
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
Thanks Sivan; i'll check your level editor laugh

For now i continue experimenting last method of using re usable 3D models :

- Outdoor : terrain system with re used cliffs models
- Outdoor entirely modeled in a modeler with some re used 3D models
- For indoor dungeons : Interconnecting predefined Rooms of different size etc ...


My goal is to be able to make dungeons fast and levels fast also.
This last method can really work also instead of 3D tiles !

Re: Oromur Legend : [Re: ratchet] #414291
12/28/12 12:06
12/28/12 12:06
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
Writing the editor in 3DGS will be painfull for me.
I just need some open source 3D engine working with C# and able to :
- Have a 3D viewport under some little windows aplication panel
- display 3D models with basic lightening on level
- wirting/reading files
- control some 3D model cursor
- control camera.

It will be lot more easy ot generate levels with C#and easy 3D engine, and save them as files.

3DGS will just have to read these Files and create the level, place entities.

Re: Oromur Legend : [Re: ratchet] #414293
12/28/12 12:53
12/28/12 12:53
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
what's about the C# Wrapper?
You can use all c# stuff combined with all 3dgs stuff.
Allows you a lot of stuff to do. I think coding your game in it would also be easier in c#


Visit my site: www.masterq32.de
Re: Oromur Legend : [Re: MasterQ32] #414299
12/28/12 13:55
12/28/12 13:55
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
Thanks, i'll take a look at that solution, but :
Can you have 3DGS display inside some Windows Forms ?
Or it is only calling 3DGS functions ?

The SDK is from 2010, and not official , it don't contain samples... not easy, that's why i bet lot more for the editor on another engine using C# directly like Axiom or the abandonned TrueVision 3D.

--------------

That's some option i'm looking at.
if it is too much complicated i will use one of these options :
- only cubes and not using corners, the easy way !
- Use simple predefined rounded cubes ?
- Use detailled complex predefined models : corridor pieces, room pieces

Even TorchEd (TorchLight level editor) is not so easy, when you want to make mor ecomplicated stuff :
TorchED tutorial




Last edited by ratchet; 12/28/12 15:17.
Re: Oromur Legend : [Re: ratchet] #414304
12/28/12 15:17
12/28/12 15:17
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
imo C# is not easier than Lite-C, but definitely has some advantages over C, C++ and Lite-C. and than C# wrapper for 3dgs seems to be abandoned.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Oromur Legend : [Re: sivan] #414988
01/12/13 12:19
01/12/13 12:19
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
I see someone has also done some Tile map level builder inside some editor :
level tile editor

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