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MapBuilder 2 #418028
02/20/13 13:31
02/20/13 13:31
8 Images
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline 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=0
MB 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.
92 Comments
Re: MapBuilder 2 [Re: rayp] #418621
02/27/13 14:52
02/27/13 14:52
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
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sivan  Offline OP
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Joined: Mar 2011
Posts: 3,150
Budapest
yes, free for anything, just credits needed; and most of the assets too, read the included licence terms files please.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: MapBuilder 2 [Re: sivan] #419117
03/06/13 14:42
03/06/13 14:42
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
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sivan  Offline OP
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Posts: 3,150
Budapest
a small update patch is coming soon, because I found 4 little bugs:

1) if you use pssm limit, sometimes black areas appear instead of clipped shadows, mainly when fps drops. workaround: press ctrl+q twice to switch off and on pssm shadows. it will work fine, but I can solve pssm settings problems finally only after the next engine update.
2) lightmap generation sometimes resulted in a small offset, what was handled but not perfectly, so a new slider will be introduced called iterated offset. I found no better solution so far...
3) in case of large lightmap generation a memory issue can rarely happen, especially when you work in many applications in parrallel. apparently it is solved now.
4) using hotkeys too fast sometimes result in strange consequences. it will be a bit safer. workaround: calm down laugh or use mouse only.

have you found any other starnge things? just let me know!
and thanks for the 64 downloads!


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: MapBuilder 2 [Re: rayp] #419516
03/11/13 10:00
03/11/13 10:00
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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PadMalcom  Offline
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Joined: Mar 2006
Posts: 1,993
Karlsruhe
Looking at your feature list I get more and more impressed! It is great that you implemented a wmb-compile function! laugh

EDIT: 2 additional features would be great:

- Automatically flatten the terrain under buildings if wanted (I'd adore such a function!!! laugh
- Create streets / ways directly on the terrain (no additional models)

Last edited by PadMalcom; 03/11/13 10:02.
Re: MapBuilder 2 [Re: PadMalcom] #419523
03/11/13 11:13
03/11/13 11:13
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
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sivan  Offline OP
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Joined: Mar 2011
Posts: 3,150
Budapest
thanks.

earlier I thought of terrain flattening too on entity placement, but it would result in a larger modified area than the object itself, that could result in unwanted effects, especially when the terrain is really uneven. but yes, it is possible by a chain consisting of a flattening, a smoothing, and an entitiy placement step (the first 2 is already available in terrain editing mode), and maybe some tweaking of neighbouring entities height, if needed. currently it requires switching between different menus which is not a very fast solution.
later I will add a real building placement menu, currently I'm working with extending map entities into buildings as a testbed, for my pathfinder to handle multi-level buildings. so probably once I will deal with this thing in future... (but then I have to modify the terrain editing undo/redo system too)

road making is also among my far plans, probably a mesh based to be available for all 3dgs edition users (like the one in AUM100 by Bone), or decal based if the rotation bug will be fixed.

for me, river making would be more important (a mesh based, nearly similar to roads, with terrain riverbed lowering), but I would need better water shaders... and also plan to do some experiments with mesh merging optimizations for vegetation.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: MapBuilder 2 [Re: sivan] #419682
03/13/13 13:50
03/13/13 13:50
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
Expert
sivan  Offline OP
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Joined: Mar 2011
Posts: 3,150
Budapest
the new patch available from here: http://www.mediafire.com/?sc0ml8i1845ed2w

I will make a post at the homepage tomorrow of the details, but you can find it above. beside those 4 topics, a new (slightly modified) water shader is added, some development specific panels are set hidden always, and pssm limit is now = 2 by default. just extract the 2 files into your MB folder, and let the new exe overwrite the existing one.

after the near future engine update featuring a few important bug-fixes, a new MB patch is coming again, of course.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: MapBuilder 2 [Re: sivan] #419773
03/14/13 13:23
03/14/13 13:23
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
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Joined: Mar 2006
Posts: 1,993
Karlsruhe
Thanks sivan! Another thing that came to my mind is "invisible barriers". Can you implement a tool to mark areas in your map that may not be accessed by the player? For my RPG, I created a huge invisible model in Blender but that was a real pita...

Re: MapBuilder 2 [Re: PadMalcom] #419779
03/14/13 14:19
03/14/13 14:19
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
Expert
sivan  Offline OP
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Joined: Mar 2011
Posts: 3,150
Budapest
it's very easy, you can do it now by the following workarounds:

1)
- make a cube model or a few ones in different sizes,
- copy to obstacle models folder: \obstacle_mdl,
- start MapBuilder, select obstacle placement, select your model
- set its basic properties by editing its .obs file to set its collision to polygonal, and its shadow to 0 (no shadow). you can do it by pressing Edit at top-right corner - press OK - wait while level is saved and reloaded which is necessary to apply changes for all possible similar models in the scene, which is needed to avoid the usage of entity cloning
- before you place the entity set its alpha to 0.
- left click to place entity

2)
- similarly to obstacle model, you can use a wmb map entity, use \obstacle_wmb folder

3)
- you can create a model with transparent skin and put to terrain models folder \terrain_mdl, in this case no other special settings are required

if you press F11 twice, or press TAB you cen see the invisible object's bounding box. TAB is better, because it is a custom made function, showing invisible collider entities of shrubs and trees too. 3DGS does not show invisible entity bounding boxes by default.

Re: MapBuilder 2 [Re: sivan] #420343
03/23/13 20:54
03/23/13 20:54
Joined: Nov 2007
Posts: 318
Brasil, Paraná
NeoNeper Offline
Senior Member
NeoNeper  Offline
Senior Member

Joined: Nov 2007
Posts: 318
Brasil, Paraná
Thank you for providing your time to give us this great tool!.
Very good really. This helped me of Truth.
I will be using it from now. continue this excellent work.
PS: If possible, try to implement the Shade-C of havoc. That would be astronomical. LOL (^.^) Tanks Man!.


Please! Use easy words to be translated. because my English is not very good! Grateful.
_______________________________________________________
Re: MapBuilder 2 [Re: NeoNeper] #420344
03/23/13 21:17
03/23/13 21:17
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
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sivan  Offline OP
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Joined: Mar 2011
Posts: 3,150
Budapest
thanks. the water will be included for sure. I will check other features of different versions of shade-c step by step.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: MapBuilder 2 [Re: sivan] #421062
04/09/13 10:21
04/09/13 10:21
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline OP
Expert
sivan  Offline OP
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
Hi,

finally I updated the 4 example projects and the scripts you need to use in your games, when you want to load maps created by MapBuilder2! (they use default 3DGS mtlFX.c, and shadows.c, the customized versions are not included yet) please check the homepage!

the modified workshop24 from tutorials looks like this, in Example Project 1:
http://imageshack.us/a/img826/3391/example1mb200shot1.jpg

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