1 registered members (blaurock),
750
guests, and 3
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
MapBuilder 2
#418028
02/20/13 13:31
02/20/13 13:31
|
|
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.
|
|
|
Re: MapBuilder 2
[Re: sivan]
#427471
08/08/13 13:34
08/08/13 13:34
|
Joined: Mar 2011
Posts: 3,150 Budapest
sivan
OP
Expert
|
OP
Expert
Joined: Mar 2011
Posts: 3,150
Budapest
|
News:
new features are coming soon, some of them were posted in User Resources as separate projects, but now they are integrated and more easy to use:
- Shade-C 0.90/0.91 reflection+refraction water with some modifications and extensions, like per-pixel lights. and it's fast, even with dynamic depth to get nice shores. - water editor to tweak parameters in real time. you can even make lava from your water within a minute. - Shade-C 0.91 shadowmapping to get both performance and quality. nothing special, just works, with alphatextures too. - Shade-C 0.91 totally rewritten object shaders to fully handle 3DGS material settings, including a tree animation shader. will be extended in future towards the all-in-one shader, but in a more easy to use way. - new terrain multitexturing shaders supporting up to 7 tiled textures and a blended texture (used for mirror views and significantly decreases tiling repetitiveness), with or without lightmap. requires the same texture arrangement as terraintex.fx keeping maximal compatibility with free/extra users. versions available for all shadow systems. works fine with existing terrain texture editor, but you can get nicer blending. - performance optimized terrain multitexturing shader. later a conversion tool is coming. normal + specular mapping is also done, but requires some further optimizations... - enhanced PSSM shadows with an easy to handle control panel. nicer, faster than the original. thanks for the help of Slin.
it will be released as an AUM 2013 summer contest entry. if you like it, it will be open source... I really need a Pro licence to continue my RTS project, because currently I'm on the edge of acceptable quality and performance.
thanks for reading, and thanks for using MB.
|
|
|
Re: MapBuilder 2
[Re: mk_1]
#427710
08/12/13 14:51
08/12/13 14:51
|
Joined: Mar 2011
Posts: 3,150 Budapest
sivan
OP
Expert
|
OP
Expert
Joined: Mar 2011
Posts: 3,150
Budapest
|
yes the genie works for me. sorry, I had no time for gui improvements in the last one and a half year. I had to learn shader programming from basics, because I needed better and faster water, terrain, and shadowmapping shaders than the 3dgs defaults. these are all done, and can be handled in lightweight menus, which should look much better, but I always postpone their rework... the editor source will be available soon. and beside the editor I mainly dealt with rewriting my RTS pathfinder core, which is probably the most time consuming thing I could find ever it works relatively fine now, but its source won't be included.
|
|
|
Re: MapBuilder 2
[Re: sivan]
#427728
08/12/13 19:37
08/12/13 19:37
|
Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
User
|
User
Joined: Mar 2012
Posts: 927
cyberspace
|
crazy stuff ,good work sivan ,i follow your work like a ghost but the cat's out the bag, you will most likely receive my vote aswell!
Compulsive compiler
|
|
|
Re: MapBuilder 2
[Re: Nems]
#428632
08/30/13 21:52
08/30/13 21:52
|
Joined: Sep 2009
Posts: 993 Budapest
Aku_Aku
User
|
User
Joined: Sep 2009
Posts: 993
Budapest
|
How does get a showcase rating star? What is the method, rule, etc...?
Last edited by Aku_Aku; 08/30/13 21:53. Reason: there was a typo
|
|
|
|