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Work in Progress / 3D tile based CShop style level editor

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David T
Retired Moderator
22
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Joined: 27th Aug 2002
Location: England
Posted: 20th Aug 2004 00:35
Hi,

For Mercenaries 2 I needs some good indoor levels - so I've started work on this. It's a tile based level editor, but it can produce some pretty good levels with a very short time.
Tiles are very easy to make, and can be dropped into a folder to be used.
It uses CShop tiles mainly, and because of this you can acheive lightmapping too. I'm hoping to get an export .x feature in there.

The controls are fully mouse controlled, with arrow keys to mvoe hte camera. The 3d mouse code work even with rotated cameras at any angle



More pics soon when I get multiple floors done.

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DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
granada
22
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 20th Aug 2004 01:21
I like the look and sound of this
waiting for more

dave

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David T
Retired Moderator
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Posted: 20th Aug 2004 01:45
Thanks

Ramps



Stairs



Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Powersoft
21
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Joined: 1st Aug 2003
Location: United Kingdom
Posted: 20th Aug 2004 02:18
is that a matrix to edit on? the black/green grid thing?


Scorched Turf --> Project Thread
David T
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Posted: 20th Aug 2004 02:34
No, just tile markers.

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Dr Crazy
20
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Posted: 20th Aug 2004 02:43
Wow. Did you make that LevED yourself??? I take it its a DelED in DBPRO.

Who dares; wins.
No budget games
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Posted: 20th Aug 2004 03:04
are you going to realase this level editor because tile editors are always the easier or is it just for your game

YOUR A BIT RUBBISH ARENT YOU?
David T
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Posted: 20th Aug 2004 03:17
If I finish it, then it'll be released. It'll export .x, after alll making it compatible with ng

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Freddix
AGK Developer
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Location: France
Posted: 20th Aug 2004 08:28 Edited at: 20th Aug 2004 08:29
interesting .. I use the same tiles principle in XQuadEditor

gothboy 101
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Location: Watonga, ok, usa
Posted: 20th Aug 2004 09:39
cant wait for the realese

Dragonseige www.freewebs.com/dragonseige/
Emperor Baal
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Location: The Netherlands - Oudenbosch
Posted: 20th Aug 2004 10:19
Looks good, but actually this is a coincidence..

Click this link so see why (and scroll down)
http://dbprofps.dbspot.com/forums/viewtopic.php?t=21



David T
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Posted: 20th Aug 2004 19:13
@Baal: lol, hehe it seems lime green is a popular grid colour

@Freedix: Ah yes, how's that coming along?

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Powersoft
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Posted: 20th Aug 2004 20:31
me like look of project


Scorched Turf --> Project Thread
Van B
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Posted: 20th Aug 2004 20:47
Looks great! - is that it lightmapping already?


Van-B


Muhahahahaha.
David T
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Posted: 20th Aug 2004 20:51
No, they're just CShop generated lightmaps Although I've managed to make all the tiles fit together without seams now.

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Van B
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Posted: 20th Aug 2004 20:59
Ahh! - so it's like designing a level using blocks of pre-modelled meshes. Quite a nice way to design levels that, plus it makes UV mapping so much easier than designing a level in a modeller.


Van-B


Muhahahahaha.
David T
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Posted: 20th Aug 2004 21:09
Yes

CShop is fantastic, but it can get very hard to design really large models as the 2d views get quite confusing. With this you design the blocks yourself, (they're just 512x512x512 cshop maps really), stick em together and export the .x.

Well that's the plan anyway

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Van B
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Posted: 20th Aug 2004 21:20
You might be better off just loading each section mate, if you have a huge level as a huge .X file, there's nowhere to optimise - but if they're in blocks of about 128 polys, DBPro will optimise them itself, and your engine will run quicker. I'm not saying .X export is a bad idea of course, but I reckon split levels is the way ahead, that's how FPSC will handle it's levels. I'm not sure about limbs, I think they're a bit less efficient at culling themselves, so you'd have to make your own culling system - then it would work just like the terrain plugin (which hides and shows limbs automatically when you call that update terrain thingy, actually - some of the new stuff being added to DBPro might do this for you).


Van-B


Muhahahahaha.
David T
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Posted: 20th Aug 2004 21:34
Providing a DBPro loader for levels instead of .x export would simplify things alot! I'll probably work on the exporter later.

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"

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