Map Editor Alpha -(x360 Version)-

Community Forums/Showcase/Map Editor Alpha -(x360 Version)-

AntonyWells(Posted 2005) [#1]
www.dreamspaced.com/WOT360.rar


Alpha of the map editor for World of Tomorrow. Although it can be used by any game using the map engine, which is not tied to the twot code base.

The map engine now supports 360 Rotational scrolling as well as regular scrolling.

Features:

Load,Save - Custom format. The .map file compresses and saves any tiles used in it so it is self-contained.

PasteTile,Line Tile,Hollow Box, Filled Box,Tile Picker and Clear tools.

It has a global ini file that saves all current settings when you quit.

You can create new maps of any size by clicking on new map.

The W and D keys cycle through tiles. Tile window is there, but not implemented.

To load a folder of tiles, click on load tile folder and pick a folder. It'll load any images without "nm" or "bump" in the file name.

If you place a NM file of a tile, the map engine will use it for normal mapping.

Hold in rmb and move the mouse to rotate the map, hold in 3rd mouse button and move mouse to scroll map. alternatively move to the edge of the screen.

Lmb = Active tool.

Presently you cannot edit a map that is rotated as the tile picker hasn't been updated to take rotation into account.
Scroll has though..so it's natural.

Here's the engine code for you to to load use the maps.

Example usage,


Local Test:Map = Map.Load("MyMap.map")

Repeat
cls

Test.Rotate( 180 )

Test.Scroll( 5,0 )
Test.Draw()
flip
forever






Although not yet implemented in the map editor, you can render lightmaps manually in code, add light sources, with per pixel normal mapping.

Tile1.jpg

needs a tile called nmTile1.jpg

This is a regular 3d normal map, you can produce them in deep exploration (Free download. The 2d image part doesn't run out.)

Report any non obvious bugs please.


slenkar(Posted 2005) [#2]
very cool,thanks


AntonyWells(Posted 2005) [#3]
www.dreamspaced.com/Alpha2.rar
You need to install this over alpha 1.

Tile selection remains pixel perfect even whilst rotated now.





Rotation is real time, not pre-rendered like the normal mapping.