MapEditorOne (MapEditor Project for Windows)

Discuss and unveil current Marathon projects.

Post Sep 8th '06, 17:26

~Let's make MapEditor~

I had made PhysicsEditor.
Tools Download

And now, I'm making MapEditor for Windows,"MapEditorOne".

This topic will show how is production, and looks for some helps about it.
If you know hints, would you write any ones?

-------------------------------
How does project progress

:) done, under functions can be done in the next release
(*is availabe in the current release, but they do not always function correctly)
  • Viewing any maps*
  • Zooming in or/and out, scrolling*
  • Saving maps unless modifying it*
  • Checking map item's preference (ex. polygons, objects)*
  • Viewing terminal texts*
  • Viewing and modifying monster/item placing informations*
  • Adding points, lines, objects.*
  • Copy and paste
  • Demerging! Please check MapDemergerOne out*
  • Presets of polygons (ex. stairs)
:( under construcion! under functions cannot be done. please wait next announcement
  • Adding/Filling polygons correctly
  • VISUAL MODE! NOT YET! ;)
  • Showing polygons with textures (having many bugs now)
  • Merging maps, physics, terminal texts, and terminal pictures
  • Auto-completing polygons (auto-fixing error of polygon)
----------------
PhysicsEditorOne is already completed in Windows native and Multi-platform library, WideStudio.
We expect that anyone build PhysicsEditorOne with WideStudio in MacOSX/Unix.
----------------
-MapEditorOne is not made with WideStudio now. Because it is under construction.
-MapEditorOne is not made with wxWidgets now. Because mouse event caused fatal and unknown errors.
----------------
FAQ
Q:Is there VISUAL MODE?
A:No, not yet. What we should do first is edit and save Maps correctly. Visual Mode is after that

Q:Can I edit Terminals?
A:You can view them. However, cannot edit.

Q:make other platform version
A: 1 ask other people to create native
2 there is a project that I am creating editor with wxWidgets
3 WideStudio
4 BenUrban is creating editor with wxPhython
Last edited by HogePiyo on Jun 4th '07, 13:19, edited 1 time in total.
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Sep 8th '06, 18:44

Can you look into using a toolkit like wxWindows, so that a port to linux and Mac OS X can be made? wxWindows is very similar to Microsoft's foundation classes, so it wouldn't take much getting used to.

Will you make these programs open source? Others could help, if you do.

If you need help with file formats or anything just ask :)
User avatar

treellama
Pittsburgh

Post Sep 8th '06, 20:22

Treellama

Thank you for replying!

>Can you look into using a toolkit like wxWindows, so that a port to linux and Mac OS X can be made? wxWindows is very similar to Microsoft's foundation classes, so it wouldn't take much getting used to.

I did'nt have a good idea like that.I thought it will be nice to be used at linux and MacOSX.

>Will you make these programs open source? Others could help, if you do.

These programs are already open source(GPL).You can get PhysicsEditor's source codes from site I showed above.
MapEditor's source codes are not uploaded on site yet.

>If you need help with file formats or anything just ask :)

File formats are just my troubles!
It seems to be done about loading maps.However, I cannot understand formats of map file(Map data, PhysicsData, Terminal Texts, Resource Images, and so on) and how to save or merge maps.

And more, loading Shapes file for using in MapEditor is another problem.

Your taking part saves I and people who want editor.

HogePiyo
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Sep 8th '06, 20:58

MapEditor's source codes and binary files are here.

http://jq2hpl.hp.infoseek.co.jp/DownloadE....#mozTocId576552

this program is junk version.
Unfortunately, I cannot remember where I added and deleted codes in AlephOne.
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Sep 8th '06, 21:45

wow, pretty cool, HogePiyo.

By the way: before Forge, Pfhorge & Obed there was another editor: Pfhorte2 and Pfhorte2's source code is available as well. In case it might be of any use to you, you can get it here:

Pfhorte2's source code inside 'Benad's Netgames SDK'

Wish you all the best with your endeavour, it already looks great ( although i have the same problem loading it as with the PhysicsEditorOne ).

Also there is a guy working on a shapes editor 'Shape Fusion': Tito Dal Canton. He is rewriting it from scratch on Linux using the wxWidgets toolkit to be used on Linux, Windows & Mac at the moment. Perhaps you could mail him about problems getting the shapes loaded.

[MUp]
Image
I bring my own plasma rifle to the house of pain
User avatar

Bobwithkeycard
AMS-Tower

Post Sep 8th '06, 23:45

Bobwithkeycard

Thank you for giving many important informations!

>there was another editor: Pfhorte2 and Pfhorte2's source code is available as well.
>Also there is a guy working on a shapes editor 'Shape Fusion': Tito Dal Canton

wow,I'll check them soon!
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Sep 9th '06, 00:23

HogePiyo wrote:I did'nt have a good idea like that.I thought it will be nice to be used at linux and MacOSX.

If you use wxWidgets I can help make it cross-platform.
These programs are already open source(GPL).You can get PhysicsEditor's source codes from site I showed above.

Great! Being GPL opens up some more possibilities to you, for example, you can use any of the Aleph One code, which might come in handy for loading shapes and such, or even a visual mode.
File formats are just my troubles!
It seems to be done about loading maps.However, I cannot understand formats of map file(Map data, PhysicsData, Terminal Texts, Resource Images, and so on) and how to save or merge maps.

Well, a good place to start is with the Aleph One source code. I use the web access to CVS quite often to view source code: http://www.cebix.net/viewcvs/alephone/aleph/Source_Files/

You'll find the level specification in map.h. The code that loads it is in game_wad.cpp. That should get you started.

Your taking part saves I and people who want editor.

HogePiyo

I wish I had more time to help, but Aleph One keeps me very busy.
User avatar

treellama
Pittsburgh

Post Sep 9th '06, 05:14

Treellama

Thank you for replying to detail points.

>If you use wxWidgets I can help make it cross-platform.

hmm,I've installed wxWidgets libraries.However,I cannot expect how difficult it is.When nature comes, it will.

>Being GPL opens up some more possibilities to you, for example, you can use any of the Aleph One code, which might come in handy for loading shapes and such, or even a visual mode.

PhysicsEditorOne and MapEditorOne inicludes Aleph One's codes, so their must be GPL.
Although PhysicsModel's datas were simple,Map datas and shapes datas seem to be hard.

>You'll find the level specification in map.h. The code that loads it is in game_wad.cpp. That should get you started.

thanks. I've checked them and found loading map and level functions,and use them.But many elements will remain there. I will keep searching for solution about problems...

>I wish I had more time to help, but Aleph One keeps me very busy.

thank you very much for showing positive intension!
we, marathoner (in Japan and the world), continue to cheer up you, AlephOne Developers!!


#I just found topics "Marathon,Anvil,Forge,EmulatorPack"
#it seems to be more easy method...
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Sep 13th '06, 03:28

AlephOne Developer

I have a question.
In AlephOne source code,structure of map_object has variable named 'facing'
struct map_object /* 16 bytes */
{
int16 type; /* _saved_monster, _saved_object, _saved_item, ... */
int16 index;
int16 facing; //////<<<<<<< this!
int16 polygon_index;
world_point3d location; // .z is a delta

uint16 flags;
};


it is set to 360,500,10,and so on in some maps.
would you show me what it means in degree?
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Sep 13th '06, 04:07

from world.h:

#define ANGULAR_BITS 9
#define NUMBER_OF_ANGLES ((short)(1<<ANGULAR_BITS))
#define FULL_CIRCLE NUMBER_OF_ANGLES

so, I believe that an angle of 512 is 360 degrees
User avatar

treellama
Pittsburgh

Post Sep 13th '06, 14:46

wow! a map editor! thats gona be spanken new!
there is so much space for inovation and renovation from other versions of map editors,

cant wait!

i hope it somehow speeds up map making time, cause my stuff goes as slow as a ford pinto in mollasas.

my request is that you bump up the numbers for long veiws and other things like that... I cant make epic grandesq veiws as well in forge.
Image
shongshong.vze.com (main site)
[Flickr page] (subdivision of renderings)
Marathon Squadron
User avatar

shongshong
right here

Post Sep 13th '06, 15:18

WOW!!!!! Those editors look like they kick ass!

Forge could use a replacement that doesn't suck as much as Pfhorge. Pfhorge isn't terrible, except the visual mode is a sticky river of blue and pink. The terminal editor doesn't work and I can't find any way to edit Polygons (into platforms and stuff).

HogePiyo, does your MapEditorOne have a Visual Mode?
User avatar

Lugas

Post Sep 13th '06, 17:31

Wow, many replying cheers me up.thanks!

---
Treellama
>so, I believe that an angle of 512 is 360 degrees

thank you for advising! I'd thought that all angular's format are not same.

Now I've put MapEditorOne's basic source codes for "wxWidgets"! Please check url shown under!
However, it is hard to convert PhysicsEditorOne from MFC to wxWidgets because of too many GUI items.
---
shongshong
>my request is that you bump up the numbers for long veiws and other things like that... I cant make epic grandesq veiws as well in forge.

I'm trying to have consciousness for making looks and functions of this editor imitating to forge.However, it will be so hard to imitate all function of pfhorge and anvil.
Please keep requesting and advising! You and all marathoners' requests make MapEditorOne(and PhysicsEditorOne) better.

---
Lugas
>The terminal editor doesn't work and I can't find any way to edit Polygons (into platforms and stuff).

I've found terminal data's structures and will be able to make codes that loads them and shows.However, I could not discover methods to save them or merge with maps yet...

>HogePiyo, does your MapEditorOne have a Visual Mode?

MapEditorOne is just one as you look. It has no visual mode yet. Using AlephOne's engine...? oh, looks so hard...

---------------
MapEditor's source codes and testing binaries are able to be downloaded from
http://jq2hpl.hp.infoseek.co.jp/DownloadE....#mozTocId576552

MFC or wxWidgets you can choice for library.

I have a plan to regist MapEditorOne and PhysicsEditorOne to SourceForge(jp)
http://ime.nu/sourceforge.jp/projects/marathon/
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Sep 13th '06, 19:28

how about making PhysicsEditorOne & MapEditorOne a single program? [MSmile]

A bit like Anvil being able to edit physics, sounds and shapes.
There is also source code for a sound editor out there, by the way: Wail Source Code, in case you are interested.

Keep up the great work [MUp] [MUp]
Image
I bring my own plasma rifle to the house of pain
User avatar

Bobwithkeycard
AMS-Tower

Post Sep 13th '06, 21:02

Bobwithkeycard
>how about making PhysicsEditorOne & MapEditorOne a single program?

Becase of some reasons, I stop to make them single program. If other want, I will support them.
1.Developing editors together will make programming complex.
2.PhysicsEditorOne is dialog application. So we can add function of PhysicsEditor at any time.
3.I'm not interested in Shapes and Sounds more than Physics...
4.Making simple functions will be easy.

...You mean you want a program which can build projet of scenario? It seems to be too grand.

>There is also source code for a sound editor out there, by the way: Wail Source Code, in case you are interested.

thanks. let me check it.

>Keep up the great work

[MUp]
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Sep 13th '06, 21:13

HogePiyo wrote:
3.I'm not interested in Shapes and Sounds more than Physics...



That should be okay because the Wail source code is available and someone is making a shape editor called ShapeFusion.
User avatar

Lugas

Post Sep 14th '06, 17:08

I've wrote codes for showing terminal texts.
IPB Image

and we can move polygon's endpoints, some lines, objects, and so on
now, I am at loss what I should do next?

-Functions for modification of polygon
-Saving map
-Loading shapes,sounds for textures and other
-elevation
-Setting up visual mode

hmm...
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Sep 14th '06, 17:17

I suggest getting the basic geometry stuff working: editing polygons and lines, and saving maps.

HogePiyo, can you take a screenshot of your Map Editor One project? I would like to know what .cpp files to add to compile in linux :)
User avatar

treellama
Pittsburgh

Post Sep 15th '06, 15:53

Treellama

I suggest getting the basic geometry stuff working: editing polygons and lines, and saving maps.


All right!
You can do in MapEditor(MFC)....
1.Clicking and selecting objects/lines/points.(We can check object's property with another dialog.)
2.Dragging and moving them.
3.Move editing region with shift+dragging.
4.Ctrl+mouse-wheel let view zoom-in/out.
(these tips can be seen in README_E.txt included in Download from my site)

What I should do is maybe...
a.Preparing for showing polygon options, map options, "side" options.
b.Ready to save level.
c.Enabling to add, delete, and move objects, points, lines, and polygons(in considering validity with polygons)
d.Lights, elevations, amient sounds, textures, media(liquids) .... are optional?
e.Select, grab, and move polygons and objects ride on it.

HogePiyo, can you take a screenshot of your Map Editor One project? I would like to know what .cpp files to add to compile in linux :)


like this?
IPB Image
(from my site)

what scenes you want?

#I found a useful function's prototype,new_map_polygon
#short new_map_polygon(short *line_indexes, short line_count, short floor_height,
# short ceiling_height, short floor_texture, short ceiling_texture, short lightsource_index);
#I expected I can learn how to add polygon to map, and how to check polygon's validity(interior angles are valid?) from it.
#However, no function was defined... [MGross]
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Sep 15th '06, 17:01

You can do in MapEditor(MFC)....


And more.
5.you can look terminal texts.
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Sep 15th '06, 18:28

amazing, it seems that you are programming faster than light [MGrin]

little question: will it be possible to select more than one polygon at once and move them around as a group? ( impossible in forge )

Also it would be great if one was able to copy & paste a group of polygons from one map to another...so one could use a really good staircase/door/room from an older map, or create sort of a library of good things to reuse them in different maps later.
Image
I bring my own plasma rifle to the house of pain
User avatar

Bobwithkeycard
AMS-Tower

Post Sep 16th '06, 02:33

HogePiyo, I meant of the MSVC project itself. Which .cpp files need to be compiled in?
User avatar

treellama
Pittsburgh

Post Sep 16th '06, 06:33

Bobwithkeycard

faster than light


it will take less than 99 years...? [MGrin] (leala's terminal in marathon 1)

little question: will it be possible to select more than one polygon at once and move them around as a group? ( impossible in forge )


not moving yet, but we can select it.
screen shot 1
screen shot 2

Also it would be great if one was able to copy & paste a group of polygons from one map to another...so one could use a really good staircase/door/room from an older map, or create sort of a library of good things to reuse them in different maps later.


selecting variable contains points, lines, and polygon informations. So when we found how to add points, I can put it soon.(not seems to be simple to add/delete polygons)

***********
Treellama

HogePiyo, I meant of the MSVC project itself. Which .cpp files need to be compiled in?


Oh, I see.

I've upload them. please check from here.
screen shot 3
screen shot 4

In addition, project settings are here.
-Using unicode in MFC, and not using unicode in wxWidgets
-no support for universal
-Addition preprocessor to
__WIN32__;SDL
-code generation is "Multi threaded DLL"
-no using pre-compiled headers
-add SDL.lib to link
-(optional)in MFC,you shold set heap size to /HEAP:64000,64000

*******

#it is troublesome to upload screen shots to my site every time. I will use uploader.

#I released nightly build of MapEditorOne
here (from my site)
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Sep 16th '06, 15:30

It seems that I've succeeded to save map(1 level).

However, there is a problems.
-Map file could not be recognized by AlephOne, except setting extension to ".sceA"
Does any one know something about this?

#Moreover, there may be other problems I didn't find...
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Sep 16th '06, 17:26

HogePiyo,

Look for the FileSpecifier::GetType() in FileHandler_SDL.cpp, there you see how Aleph One determines what type a map file is. You must begin the map with a line, point, or side tag to be recognized as a map without the .sceA

However, it is acceptable to begin maps with other tags, but necessary to add .sceA to get them to be recognized. I recommend always appending .sceA anyway.
Last edited by treellama on Sep 16th '06, 17:28, edited 1 time in total.
User avatar

treellama
Pittsburgh

Next

Return to Projects



Who is online

Users browsing this forum: No registered users

cron