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Author Topic: 2d Map Editor<- my style  (Read 8489 times)
phycowelder
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« on: February 24, 2008, 02:41:48 AM »

here is an openGL map editor, so you can zoom in out easily,
sorry Lachie but it might not be so bad, no animation! so a few frames might be OK!



its done the first stages!

features include
-a random path/river generator /W clean tile AI
-and a random tree planter and dirt patches
-UNWRAP_TILE.EXE makes the main 512x512 BMP into 16x16 bmp tiles for the utility.
-the Template BMP is only a basic design for setting up Chipsets that use my Mapping AI.

I'm going to add a few utilities!
-to shorten the tile requirements for the game/engine
-also to use either separate tile images or a master tile image
-also for FBGFX loading or OPENGL loading!
  (i haven't tested it yet going to next, but i suspect that the open GL tiles are reversed on the Y-axis
  so when i make the map formatting utility i have to switch those, maybe.)
-and a utility to choose loading mode fbgfx or openGL to walk around in!
-Tutorial/help PDF




Source:
MAP_GEN.zip
screeny:
« Last Edit: March 01, 2008, 01:08:24 AM by phycowelder » Logged
Lachie Dazdarian
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« Reply #1 on: February 24, 2008, 12:51:55 PM »

Hey, don't apologize man. At least you have a reason for using OpenGL (zooming in/out). I only wish you added a support for lower resolutions, because in this resolution it pretty much unusable on my PC. Pitty, because I was interested in those random generators. Well, I can read the code (can I?). Tongue

Hopefully you'll do a FBGFX version soon.

BTW, thought about adding an option for 3D view of the map?

Well, maybe that's too much. It means that each tile would have to have an 3D object associated to it. This is already venturing into 3D scene generation. But I do remember someone doing this with an ASCII map editor.
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phycowelder
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« Reply #2 on: February 24, 2008, 02:48:55 PM »

that would be possible doing a 3d version! 2d tiles x,z, 2d objects y,x!
almost like Ragnarok but not as glorified!

but i will lower the res see what i can do for ya!

and um... the AI is very involved and some what rough for the tile cleaning!
i can comment stuff later if ya want!

as for a BFGFX this is a remake from my first FBGFX i can send you that file if you want!
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Lachie Dazdarian
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« Reply #3 on: February 24, 2008, 02:58:52 PM »

When I mentioned a 3D view of the map, I was basically thinking on a terrain maker that would read positions of 3D objects to be drawn from the map file, so you would have to have a 3D object created for each tile. But maybe you could just add support for few grass tiles, few river tiles and few trees, so some simple generic forest settings could be generated.

BTW, I prefer having a fully functionaly version of the map editor, but if the original FBGFX is not terribly crippled, email it to me.
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phycowelder
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« Reply #4 on: February 24, 2008, 03:03:50 PM »

i found a site i guy did that! made 3d tiles, in Blender the used a map editor to compile a map for his RPG.
ill try to find the sight it was extremely interesting, something id like to do!

but for now here's my fbGFX version(old) and some what unfinished, but tiles, clean/path AI and maps Ive done
few chipsets Ive done its mostly there!

MapGEN.zip

here is one i made along time ago in QB it uses a 3x3 brush palette i liked for larger tile objects like big zelda type trees, buildings stuff like that! im contemplating on adding this feature to!
if you want to look try it out to!

TMT.ZIP

or look at my old site here....


EDIT:
====new====
fbgfx_viewer.bas
fbgfx_viewer.exe
test.map
test.ani
(walker tiles)
(new animation tiles for the water)
i have added FBGFX_VIEWER to the files.
this allows you to view/walk around your map.
open EXE and type "test"
this map has animated tiles to look at, also in
fbgfx_viewer.bas has a little tut on making said
animation attachment.

EDIT 2
====new====
OGL_viewer.exe
OGL_viewer.bas
for viewing the maps in openGL



Mapper.zip
« Last Edit: February 28, 2008, 03:00:54 AM by phycowelder » Logged
phycowelder
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« Reply #5 on: February 28, 2008, 03:04:34 AM »

i have now added a reformat option and a main exe hub!

the reformat option reevaluates the map just made and formats it in a way
that you only have to use/load tiles needed for the map!
any unwanted tiles are not saves to the finished Directory, and they are renumbered for the map!
ill work on a PDF now for this!
the start as scripter if any one wants!
but i figure script engines are to a point only for the operator, (what do i know)!
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phycowelder
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« Reply #6 on: March 01, 2008, 01:00:18 AM »

i have made my PDF and re_packed my map_genorator

here is the link
MAP_GEN.zip
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Lachie Dazdarian
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« Reply #7 on: March 01, 2008, 10:35:15 AM »

Very nice. You know, the graphics you provided with this map editor really makes me wish you start some project using it. You got skill. And I see the water is animated.

Anyway, good job on the PDF documentation.

Only if you provided a FBGFX GUI. I just can't work in that OpenGL.
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phycowelder
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« Reply #8 on: March 01, 2008, 02:48:01 PM »

if you really want to use this i will make a FBGFX_GUI!
zoom will be trashed!
and i am going to start a game....

im thinking the "TALE of GRENDAL:A BEOWULF CHAPTER"

i just have to invent a Scripts Lib/Engine

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