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Work in Progress / Hostile - Mapmaker

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N3wton
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Posted: 15th Sep 2009 13:41 Edited at: 12th Mar 2011 02:18


THIS PROJECT IS NO LONGER BEING WORKED ON
FULL SOURCE CODE CAN BE FOUND AT
http://samoatesgames.com/new/project-personal-others.html



- Advanced Terrain Usage
- Evolveds Terrain Shader
- Scene fog
- Sky shader
- Water
- Object Loading
- Marker Points
- Dynamic Object
- Loading/Saving Maps
- Exporting Maps













Version 0.6a - 18/11/09
Version 0.5b - 09/11/09
Version 0.5a - 29/10/09
Version 0.2b - 18/09/09
Version 0.2a - 17/09/09
Version 0.1b - 15/09/09
Version 0.1a - 15/09/09

Complete Source Code

Yours
N3wton

Darth Vader
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Posted: 15th Sep 2009 14:16
Looks fantastic! Will you be releasing this to the community?

N3wton
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Posted: 15th Sep 2009 14:26 Edited at: 15th Sep 2009 14:40
Thats the idea, so people can make there own maps for the main game

infact, here's the first release, I think I got all the bugs out of it

DOWNLOAD V0.1a

yours
N3wton

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TillyLala
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Posted: 15th Sep 2009 19:21
Erm.. It doesn't work with my screen resolution I'm using 1366 x 768 (its a weird one i know...)

N3wton
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Posted: 15th Sep 2009 19:24
Ok tilly, I see what you mean about that resolution so I've changed the sidebar, it's now a Tab and also th lower buttons don't go above 768 pixels, so it should display the missing bits.

Yours
N3wton

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TillyLala
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Posted: 15th Sep 2009 19:30
Yep works perfect now And it looks well cool if you put the fog colour to pink

KISTech
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Posted: 15th Sep 2009 20:24
What's the maximum size map you can make with this?

N3wton
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Posted: 15th Sep 2009 20:25
I dont know lol i use 256 x 256 images, but I can't see why you cant use 1024x1024 or bigger... I'll test it

Yours
N3wton

Sixty Squares
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Posted: 16th Sep 2009 04:30
Looks great! What kind of FPS are you getting and what are you using for the GUI?

<-- Spell based team dueling game!
N3wton
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Posted: 16th Sep 2009 16:08 Edited at: 19th Nov 2009 14:22
Cheers Sixty,
I'm using BlueGUI for my GUI, and it's capped to 30 fps, and thats what it ticks over at...

also been working on adding water today looking ok I'm using Evolveds Water shader, with a few changes made by me


Yours
N3wton

Butter fingers
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Posted: 16th Sep 2009 16:35 Edited at: 16th Sep 2009 16:35
Nice work so far N3wton.
I see alot of editors like this on the forum, and not many get past the point of being height map painting tools.

If you can get all the other features in there, like entity/actor placement, events, collectables, lights, shadowmapping etc then I'll be super impressed!

On a side note, it's pretty hilarious that your girlfriend is posting comments here. Surely she could like...tell you... in the real world?!

I want robotic legs.
N3wton
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Posted: 17th Sep 2009 00:18
Lol, yer she could, but she likes me getting excited when I see that someone has posted on my topic, then I'm like "aww its just you, thought it was someone important", followed by me getting hit and her telling me that she is important

anyways, I should have water finished by tomorrow, then I'm gonna do lighting

yours
N3wton

TillyLala
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Posted: 17th Sep 2009 00:53
Quote: "she likes me getting excited"
Thats not for everyone to know He likes it when I hit him really

Butttt.. I thought everyone should knnow it didn't fit on my screen, incase they had the same problem It was useful piece of information

Anddd, you know how you're doing water? And you're wanting to be able to add objects in to it? Will I be able to add ducks on the water? Just thought now

N3wton
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Posted: 17th Sep 2009 02:10 Edited at: 19th Nov 2009 14:23
Erm, we shal see darling

also, just finished a nice little function

MakeWaterMask()

Basically it makes a mask baste on your height map, what that mask does is only applies water to the selscted parts

check it out, I attached a little demo

Yours
N3wton

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C0wbox
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Posted: 17th Sep 2009 13:05
@ N3wton
I haven't really looked much at this, but why would you need to create a water mask to do that?

Surely you can just have the whole water plane with the shader on it... - I mean, you won't see the bits that wouldn't have water on them anyway because they're under a hill.

Please explain if there is some performance advantage to creating a custom water mask over just a plain white square used instead.

Plotinus
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Posted: 17th Sep 2009 13:10
Surely you might want to have areas that are below "sea level" but which don't contain water. In the real world, all water is not at the same level.

Will it be possible to export objects etc as lists of coordinates etc in text files, instead of as part of the world object, so that you can then load them into your game and control them individually? That is what I would like to do, but few editors seem to have this capability.
C0wbox
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Posted: 17th Sep 2009 20:41
Quote: "Surely you might want to have areas that are below "sea level""

I realise this, but surely that function will just put water anywhere that has a certain level of darkness. (But I guess you could custom edit a water-section out later if needed)



N3wton
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Posted: 17th Sep 2009 22:33 Edited at: 19th Nov 2009 14:23
Main reason for using a water mask at the moment is for the 5fps (ish) I gain think i've finished the basics of water next job is saving and loading, cos making a map everytime to test new features on is getting very annoying

Yours
N3wton

N3wton
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Posted: 18th Sep 2009 00:47 Edited at: 18th Sep 2009 00:49
Right, Supprisingly i've done map saving and loading, only took about 2 hours so I'll release the newest version it's not fully tested, but I can't think of any bugs that should of been made...

so if you find any bugs, let me know

DOWNLOAD v0.2a

Yours
N3wton

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castek
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Posted: 18th Sep 2009 01:34
Looks good, didn't find any bugs yet! the only thing is did you take sync rate off cause i was getting like 400 fps

this is where my signature is supposed to be.
N3wton
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Posted: 18th Sep 2009 13:28 Edited at: 18th Sep 2009 15:02
Yer i removed the cap, and forgot to put it back on i'll put it back on and also, when saving it uses the full file postition for images,

(e.g. C:UsersN3wtonCodeHostile Map MakerMediaTexturesGrassGrass_1.png)

so i'm gonna change it to be local,

(e.g. MediaTexturesGrassGrass_1.png)

meaning you can send maps to different people and aslong as they have the same images can load your map

Edit:

Ok, I've made the changes, it now loads media locally, and i've capped it to 30 fps again , also i've included an example map

DOWNLOAD v0.2b

Yours
N3wton

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Darth Vader
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Posted: 14th Oct 2009 16:35
You haven't abandoned this have you? I mean I know you have a life and all but... YOU CAN'T GO FOR THIS LONG! lol

Just kidding mate!

N3wton
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Posted: 14th Oct 2009 16:38
Na, Im still working on it, But im looking into using evolveds shaders instead of ggs cos i can do more with evolveds, just getting my head round them tho lol

Yours
N3wton

N3wton
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Posted: 21st Oct 2009 20:30
Right I've started a full rewrite to speed stuff up, but i also want to get windows themes working with blue gui, so I am still working, just not much to show

yours
N3wton

N3wton
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Posted: 28th Oct 2009 22:48 Edited at: 29th Oct 2009 22:59
Hello TGC

Ok, edited the first post and updated this post

got a new version attached

Yours
N3wton

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TillyLala
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Posted: 29th Oct 2009 23:08
Just had a look at it, works fine. No bugs that I can see Andddd, i love how not only it gets dark, but the stars come out when its night time too! Looks good

Love,
TillyLala x

Zeus
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Posted: 29th Oct 2009 23:11 Edited at: 29th Oct 2009 23:11
Nice work N3wtown!

prasoc
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Posted: 29th Oct 2009 23:26
WoWoW It looks beastly! I have yet to try it, I will later tonight


Your signature has been erased by a mod
Darth Vader
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Posted: 9th Nov 2009 10:49
Awesome tool, but a bit of a noobish question! How do you make a heightmap? From what I can tell you can adjust the height according to the colour's black and white, but is there a special tool you need to make one?

N3wton
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Posted: 9th Nov 2009 12:17
well, i use the extremly powerful, and expensive...
microsoft paint

basically the white bits are high land, and the black bits are low land. and the bits inbetween are inbetweeny bits

there is a bug in the curretn version which means, if you load your own hightmap which is bigger than 64, 64 pixels it crashes, i do have a fix for that which should be implemented wiithin the next 12 hours.

basically work has slowed on this because i had a vector algebra exam today so the past 7 - 14 days have been spent on preparing... but I'm now back to work on it only problem is I cant get vista/windows 7 themes to work on my GUI i have the blue GUI source code but that wont copile so I cant recode it so it works, and also I use vc++ express edition which doesn't support resource tables, which i believe are needed for visual themes to be applied, so I'm looking into my university getting it so i can get a free full version

Yours
N3wton

Darth Vader
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Posted: 9th Nov 2009 13:50
Quote: "well, i use the extremly powerful, and expensive...
microsoft paint

basically the white bits are high land, and the black bits are low land. and the bits inbetween are inbetweeny bits "
Haha sounds cool, just a matter of adjusting the landscape to how I want it right?

Quote: "but I'm now back to work on it "
You don't know how happy that makes me right now! One of the better map makers I've seen in a long time. But I'm curios on how you plan to implement loading levels into a DBpro engine.


N3wton
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Posted: 9th Nov 2009 15:25 Edited at: 9th Nov 2009 16:45
Good question

My basic idea is to make a .dba file which includes some functions, and the user just includes the dba and calls the main function...

e.g.
Load_HMM_map( "Media\Maps\MyMap.HMM" )

the file MyMap.HMM will basically be a text file that contains all the settings and files needed in the map

EDIT:
Attaching a new version with some bug fixes

Yours
N3wton

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N3wton
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Posted: 10th Nov 2009 00:07
I hate double posting! but...

I've done something amazing

have a look at this theme apllied to blueGUI



as you can see the buttons are stylish and check boxes and everything

yours
N3wton

Darth Vader
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Posted: 10th Nov 2009 00:07
Sounds incredibly simple! I've noticed that on your to-do list you have Object Loading and Dynamic loading, and bullets and stuff, was wondering will we be able to directly modify this in our game?

So say I places a few weapons around the map, and loaded the map into my engine, and I wanted one of the weapons, a sword, to later on become really powerful. Could I modify the properties for that sword?

Another example, say I load in two box objects, and I want one to be an ammo crate, for instance. Can I change the object properties within my own engine code, to make the ammo crate interact-able?

Thanks and keep up the awesome work! To many map editors never get finished !


Darth Vader
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Posted: 17th Nov 2009 05:59
Hey sorry about the double post but seeing how it's over a week didn't think anyone would mind...

Any updates on this fantastic piece of work?


N3wton
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Posted: 17th Nov 2009 11:31
Hey,

Sorry about the delay familly matter got in the way,

anyways, Updates in the next version (which should be out this week)

- Themed GUI
- Tabs now work and will have all GUI options on them
- A new menu option, which allows 3 different ways of moving the camera around

These camera options are :-
- Default - The way you can currently move the camera
- FlyCamera - Move the camera how you want with WASD and mouse
- Realtime - Basically allows human movement on the terrain, so you can jump, walk, and climb the terrain aslong as its not to steap.

I am also starting to add saviing and opening, but i dunno if that will be ready this week.

Yours
N3wton

demons breath
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Posted: 18th Nov 2009 03:36 Edited at: 18th Nov 2009 03:56
That's a beautiful looking piece of work you've got going there mate, I'm downloading it now...

EDIT: Had a peek about. Looks great... one suggestion though. Camera control. WASD are kind of expected for FPS' and the like, but I would quite like mouse control for something like this like you'd get in a modelling program (mouse wheel scrool=zoom, mouse wheel click and move = free rotate camera). Also the speed at which the camera rotates is much too fast - especially compared to the zoom. It practically gave me a heart attack.

EDIT 2: Sorry didn't read the post about new camera controls. I still think slow down rotation though.

N3wton
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Posted: 18th Nov 2009 17:34 Edited at: 18th Nov 2009 17:37
---------------------------------------------------------------

@demons breath
Thanks for the feedback I've halved the camera speed and will look into adding camera movement for the default view ASAP.

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

I have finished adding the two new camera modes, I think they work ok, so all feedback is welcomed

also started adding saving and loading, though its disabled in this release cos it is way too buggy lol.

just done a line count...
number of lines so far 4215

so here's the new version, enjoy

Version 0.6a Download

yours
N3wton

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Darth Vader
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Posted: 19th Nov 2009 04:29
Love the new camera modes! Just with action mode I can't seem to turn around or look up or down? Maybe I'm doing something wrong!


N3wton
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Posted: 19th Nov 2009 11:45 Edited at: 19th Nov 2009 14:27
Sorry i should of said, in action mode, hold the left mouse button and it should work

Also i have basic saving and loading done, so either today or tomorrow ill release that version

EDIT:

ok, got saving and loading working, but i don't see the point in releasing it yet.

This is a map I saved, then restarted the program and loaded


Next job is model loading then dynamic objects, quick question... Would people prefer me to use DarkPhysics (Easier but meaning to use dynamic objects you will need to buy it) or newton physics (Free but i don't have much experience with it)

Yours
N3wton

Darth Vader
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Posted: 19th Nov 2009 15:16
Quote: "Would people prefer me to use DarkPhysics (Easier but meaning to use dynamic objects you will need to buy it) or newton physics (Free but i don't have much experience with it)"
Why would we need to buy it? Ah wait I think I understand we need to have a copy so the code will run?

I suppose do whatever suits you, but I like the idea of keeping this as free as possible

Quote: "Sorry i should of said, in action mode, hold the left mouse button and it should work"

Ah it does! Sorry about that!

Quote: "ok, got saving and loading working"

Awesome now this is really shaping up!

Hey just noticed that you seem to have gotten rid of the water level option, the time of day option and the terrain scale option . Or are you moving them to another tab?

Awesome work mate!


N3wton
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Posted: 19th Nov 2009 16:33
yer there moving to the options tab

i'm trying to keep it so the GUI will show even if your monitor only supports 800x600 screen resolution, so they had to be moved, they'll be added ASAP

Yours
N3wton

farmkid4
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Posted: 21st Nov 2009 16:53
I like the idea of free. keep up the good work its awesome.
farmkid4
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Posted: 21st Nov 2009 17:00
sorry about the double post but i am getting an error message "Your graphics card does not support non-powerOf2 cube maps"

what does it mean and is there a way to use the program without haveing an error
N3wton
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Posted: 21st Nov 2009 17:48
Do you know what model graphics card you have?

Basically this program uses allot of shadow shaders, and is for the mid to high end graphics card / PC.

If your graphics card / PC is not very good, I'm afraid you wont be able to run this program.

Yours
N3wton

Dragon Knight
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Posted: 21st Nov 2009 21:53
Stunningly beautiful , it's inspired me to start developing my own terrain generation along with trying my hand at shader work.

N3wton
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Posted: 24th Nov 2009 00:14 Edited at: 24th Nov 2009 12:52
Right, Basically i've started adding object loading, so i've been making the GUI for that and making it load some object...

I've got the basics done, you can move/scale/roate/offset a loaded object.

Only problem is textures arn't loading. The reason for this is how the shaders work, there are two ways to fix the problem :-

1 - Change the shaders ( Hard work )
2 - Make my own file format that contains the model location and its texture location ( Quicker work, and also could include more information about the object, e.g. starting scale, rotation, offset and normal maps, and animation frames )

so I'll probably go with option 2.

EDIT :
Thought of another thing option 2 would mean, I could have lod objects, meaning a higher FPS.

anyways, here's a look so far...



Yours
N3wton

Darth Vader
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Posted: 25th Nov 2009 00:05
Sounds awesome! Just a quick query though. In making your own file format how easy will it be for us to add our own objects?


N3wton
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Posted: 25th Nov 2009 01:02
Ill probably make a program that allows you to select the object and its texture ect... I still have to look into this, as multiple texture objects will cause difficulty, as different limbs need different textures ect...

yours
N3wton

N3wton
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Posted: 27th Nov 2009 23:16
@farmkid4

May of fixed the bug your having, dunno tho cos my graphics card can handle it... just

@everyone else

Been Working on my file type, not much visually to show though, but I also had the idea of making your own hightmaps in the editor... so I had a go



It works so far
You can raise and lower the terrain, and save as a 64 x 64 hightmap
probably have it finished by mid week next week

Yours
N3wton

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