http://pokemon3d.net/wiki/index.php?title=Pokéditor
Many of you have been mapping, doing it all in a text editor, so tell me what you want to see from the editor.
This is whats done, it doesn't look like much but its got all the engine stuff required to get this done, the ui is not done, this is where I come in.
Here are my plans so far:
- I want the mouse cursor on screen outside of the menu screens, decoupling it from the camera, allowing you to move that cube with the mouse(in unreal ed you make csg brushes with a 'builder brush' so that is what I will refer to the cube as from now on). If you hold right click then it would control the camera again.
-more granular movement for the builder brush, it is snapped to the tile grid currently. this will probably work by giving the brush (and other objects) handles so you can move the entity/builder brush around by click-dragging on them. there should be an option to change snap behaviour so you can have it really granular or make it snap to quarter tile lenghts, half tile lengths, to tile grid etc
-handles for resizing entity fields and builder brush. you can only make single blocks with the builder brush right now, so i want to make it so you can resize the builder brush to become the size of the entity field you wish to make (like a rectangle of wall blocks or billboards). this would also apply to entity fields you've already painted.
-status bar at the bottom displaying cursor world position to compliment the camera world position displayed in the corner already. this could also give more info about the entity you are pointing at
-support for placing NPCs and special blocks like warp, slide etc. and setting their properties.
-eventually, support for scripting inside the editor, or at least make it let you create empty new script files and open it up with notepad or something. support inside the editor would mean being able to select the world positions and npcs you want for move, turn, remove etc.
-a window to let you choose what type of entity you want to paint with the builder brush.
-eventually i want the editor to optimize adjacent entities/entity fields so they are saved with as few tags as possible, i also want maps saved by the editor to group tags up with comments indicating what the tags are for ("Floor:" "Walls:" etc) so people can still reasonably read the map files in plaintext and understand them. saving each block individually means a LOT of tags
After a chat with Nilllzz he has given me the responsibility of getting the map editor done. After an epic battle with msdn that went on through the night I have compiled the project, and am now officially Working On it.http://dracohouston.net/pokemon/tools/pokeditorprerelease.zip
extract into a /pokemon/ folder, if you are editing files i reccommend doing that to a copy of the game instead of the one you play with. report every little thing that goes wrong, i want to catch as much as i can before 0.20
theres lots to add to this still but now it SHOULD be able to make a map from start to finish.
ask me anything if something confuses you
Many of you have been mapping, doing it all in a text editor, so tell me what you want to see from the editor.
This is whats done, it doesn't look like much but its got all the engine stuff required to get this done, the ui is not done, this is where I come in.
Here are my plans so far:
- I want the mouse cursor on screen outside of the menu screens, decoupling it from the camera, allowing you to move that cube with the mouse(in unreal ed you make csg brushes with a 'builder brush' so that is what I will refer to the cube as from now on). If you hold right click then it would control the camera again.
-more granular movement for the builder brush, it is snapped to the tile grid currently. this will probably work by giving the brush (and other objects) handles so you can move the entity/builder brush around by click-dragging on them. there should be an option to change snap behaviour so you can have it really granular or make it snap to quarter tile lenghts, half tile lengths, to tile grid etc
-handles for resizing entity fields and builder brush. you can only make single blocks with the builder brush right now, so i want to make it so you can resize the builder brush to become the size of the entity field you wish to make (like a rectangle of wall blocks or billboards). this would also apply to entity fields you've already painted.
-status bar at the bottom displaying cursor world position to compliment the camera world position displayed in the corner already. this could also give more info about the entity you are pointing at
-support for placing NPCs and special blocks like warp, slide etc. and setting their properties.
-eventually, support for scripting inside the editor, or at least make it let you create empty new script files and open it up with notepad or something. support inside the editor would mean being able to select the world positions and npcs you want for move, turn, remove etc.
-a window to let you choose what type of entity you want to paint with the builder brush.
-eventually i want the editor to optimize adjacent entities/entity fields so they are saved with as few tags as possible, i also want maps saved by the editor to group tags up with comments indicating what the tags are for ("Floor:" "Walls:" etc) so people can still reasonably read the map files in plaintext and understand them. saving each block individually means a LOT of tags
