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Program Announcements / Worldmaker World Editor Update

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harggood
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Joined: 9th Apr 2003
Location: the forest
Posted: 14th Jan 2005 03:03
Just to let you know that Worldmaker has been updated - no big deal, many small improvements to menus, bug fixes, and help manual. Also, it now includes about 50 textures - land textures, clouds and height maps. It's still free.

Download and screenshots:
http://www.awfuldarkforest.com/worldmaker.html

Features:
# made with Dark Basic Pro for DBP
# self extracting 7 Zip Archive, about 4.5 MB download
# real time wysiwyg editing
# build a matrix landscape using a choice of randomizer tools and/or height maps
# stretch, shrink, smooth, flatten or set individual points or tiles on the matrix
# draw a height map with your mouse.
# paint a landscape texture, create and save .bmp files up to 1024x1024
# the land painter uses a combination of textures and colors with random variation for creative possibilities not found in any other program.
# paint the sky with a gradient or create a larger texture that can also be edited in other painting programs.
# blend the edges of the matrix to use it as an infinite matrix
# add and position a water plain
# use sliders to adjust light direction and color, ambient light, and fog in real time
# load x, or .dbo objects - scale, rotate, set color properties, texture, alpha, fade, smoothing, transparency, and more.
# load .bmp, .jpg and .png images
# set static collision and build static collision boxes.
# click a button to create the code to load the world into a DBP game.
# also includes universal code, to load any worldmaker world, and examples that are ready to compile.
# mouse activated hidden menus and toolbars, clear unobstructed screen
# variety of camera movement choices, including grid and free mouse.
# flawless file handling, saving and loading with .Net Framework 1.1



Awfuldark Forest
harggood
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Posted: 14th Jan 2005 08:43
DBP_NETLIB.dll is included (courtesy CattleRustler and Exeat). You need Net Framework 1.1 installed. You can get it here:

http://msdn.microsoft.com/netframework/technologyinfo/howtoget/default.aspx

You also need Directx 9 and to be operating at 1024x768x32, or better. I haven't heard from anyone using windows 98 or the new windows beta, so I don't know if it works with them - only xp for sure.

Awfuldark Forest
Ric
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Location: object position x
Posted: 16th Jan 2005 03:35
That looks amazing (...quickly throws own level editor in recycle bin). How are the reflections done? Reflection shading? (In other words, will my lowly GF2 cope with it?) Now, I guess a light mapper is out of the question, but would it be possible to paint in shadows by hand onto the terrain?


harggood
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Posted: 16th Jan 2005 04:37
Thanks Reflection shading is the DBP command: "set reflection shading on". Your GF2 can handle it. You can keep track of the fps in the small console window. The water uses two plains so you get a little texture with the reflection. It's not really practical, but it looks nice. The main thing I want Worldmaker to do, is to make it easy to explore different ideas.

Light maps? - maybe in the next update. Meanwhile, you can open the terrain or sky textures that you make with an image editing or drawing program and do things to them. For example, on the web site, theres a screen of a landscape on which I drew a crop circle.

The program has been downloaded a few hundred times, so far. I'd like to see what people are doing with it. Anyway, I'm having fun and I hope that others are too.

Awfuldark Forest
harggood
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Posted: 27th Jan 2005 04:16
DBP_NETLIB_CPP.dll is the dll that goes in the DBP compiler\user plugins folder. Maybe you could try re-installing .Net framework 1.1

Awfuldark Forest
Gen
20
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Joined: 6th Jul 2004
Location: Oklahoma, USA
Posted: 30th Jan 2005 13:25
Me like, and it worked for me. Very good job!

Soon to come...
Dark IDE, New IDE for DarkBASIC Pro!
Two plug-ins, A Time/Date and New File commands.
Seppuku Arts
Moderator
20
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 11th Mar 2005 18:50
does it export .x?

Can anyone tell me the theory of knowledge?
harggood
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Posted: 12th Mar 2005 03:33
Quote: " does it export .x?
"


No, it doesn't get into that. You need a 3d object editor to build the .x object - like T3 for landscapes or DeleD for other objects. Worldmaker includes tools to manage the objects, locate them and set them up for use in your game, as well as tools to make and texture a matrix, make textures and design the light and sky.

Quote: "Can anyone tell me the theory of knowledge?"


good question - have to think about that.

Awfuldark Forest
Dr Crazy
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Posted: 20th Mar 2005 00:35
How do you add a height map texture? What I mean is, if your landscape goes over a certain height, how can you add a slight mountainous fx?
Cheers,
Nick.

1.9GHZ/Windows XP Home Edition/NVidia GeForce4Ti 4600/512+128MB RAM/60GB Hardrive
harggood
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Posted: 20th Mar 2005 04:31
Quote: "How do you add a height map texture? What I mean is, if your landscape goes over a certain height, how can you add a slight mountainous fx?"


You can use the stretch and shrink buttons. Shrink the landscape to within the 0 to 255 limits of heightmaps. Stretch it back when you're done. Shrinking and stretching change the heights without changing the relative heights.

Use the terrain tools to add some rockiness to the hill tops by setting the height slider to a small amount. "Random group add" will add small outcrops. "Random ridge add" simulates mountain ridges. Use "Random subtract" to carve from the hill tops. If you set the "smoothing" low you get lots of it. Set it high and you get less. You can repeat and combine until you like what you see, or return to the original by reloading the height map and try again.

You can also make a height map from a terrain. In that case, shrink it, make the height map, then stretch it back. Open the height map in the Height map painter to detail and/or blur it. You can then use it in the Land painter.

Awfuldark Forest
x1b
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Posted: 27th Mar 2005 06:30
Spent the past 2 days relearning to hand code matrices then I find this. Harggood, this is bloody well amazing. Good freekin job man.

Realy hope you put out more work in the near future. Dungeon Editor maybe ?


x1b

- This message is made of 100% recycled bits and bytes
harggood
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Posted: 27th Mar 2005 06:55
Thanks x1b.
I've been thinking about a dungeon editor for a while. I have some ideas. Meanwhile, I'm reworking a game I made called Destroyer of Destroyers. Its for 2 players to battle each other in hover cars, with a split screen. It includes a map editor - you can add walls, buildings, bumpers, spinners, teleporters - make it wrap around or something called rubber room that makes the cars bounce around. I think I have most of the bugs out - working on an online multiplayer option. It should be ready soon.

Awfuldark Forest
x1b
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Posted: 27th Mar 2005 09:29
So, I copied a .x in to my objects diretory and the texture I wanted for it. I open and texture the .x in worldmaker no problem. but then when I save my .x disappears

And for sure! A dungeon editor would pwn. I have CS4 but wich is nice and all but if I can have something as easy as worldmaker for dungeons ? that would rock.

x1b

- This message is made of 100% recycled bits and bytes
David R
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Location: 3.14
Posted: 28th Mar 2005 01:53
Thankyou for this beautiful program! I've been looking for one like this for a long time!

Thanks again!

(If my wallet wasnt full to the brim with nothing-ness, I would make a donation...)


[href]www.LightningStudios.co.uk[/href]
harggood
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Posted: 28th Mar 2005 06:08
x1b - The program doesn't make any changes to .x objects. What it does is make a .wom file that includes all the dbpro info for use in your game. Then, you can use the .wom file in your game to load and set up the object. If you apply a texture this way, store it in the media folder. The .wom file saves to the object folder. You need to keep the object in the object folder also.

Lightning Studios - You're welcome Nobody has made a donation yet. Maybe some day - lol.

Awfuldark Forest
harggood
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Posted: 28th Mar 2005 06:24
x1b - Oh, I just figured out what you meant. After you save the .wom file, you need to load it to place it on the map. Just click "Load .wom", select it and then place it like any object. You can also delete it or list it along with other objects. You can change the .wom with the object maker. The only thing you can't do is instance it. When you save the world and generate the code, the function that loads it will be included.

Awfuldark Forest
Murder
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Joined: 30th Jul 2004
Location: Cybertron
Posted: 31st Mar 2005 02:54
This world editor is great! I just started to mess around with it and it looks really promising. The only thing i cant get to work is when i click on "edit auto hight", i put in some value (like 50), then when i go back to tile hieght mode....i press enter on the tile i want to raise and nothing happens? is this a bug or am i doing this wrong?

- Beck

"You have to beat the man.....To be the man"
Advancement Games
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Posted: 31st Mar 2005 07:15
It looks amazing. I am downloading it right away!

C. Nom De Plum
Murder
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Location: Cybertron
Posted: 1st Apr 2005 00:43
Ok, I got the auto height to work, im trying to make a scrolling game... Is there any way to make a matrix of size 100x0x10000 ?

"You have to beat the man.....To be the man"
harggood
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Posted: 1st Apr 2005 05:23
Quote: "Is there any way to make a matrix of size 100x0x10000 ?"


I don't think so. To make a scrolling matrix, I suggest:
Make a matrix - 100x100 is the maximum for Worldmaker,
Make a heightmap from the matrix, flip the heightmap,
Make a second matrix from the flipped heightmap,
Write your code so that when you pass the half way point on a matrix, the other matrix unloads from the back and loads at the front.

Awfuldark Forest
Advancement Games
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Posted: 2nd Apr 2005 09:45 Edited at: 2nd Apr 2005 09:51
Is there a maximum size for your worlds?
EDIT: How do you detect collisions for the objects put in your level editor. I suppose that you can do that, but I have not finished the download.

C. Nom De Plum
Ace Of Spades
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Posted: 2nd Apr 2005 15:40
Now I wish I had a half-way decent system to be able to run cool new groovy programs like this.

p.s. Yes, I just said groovy
harggood
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Posted: 3rd Apr 2005 04:26
Quote: " Is there a maximum size for your worlds?"


The maximum for a matrix is 100x100 tiles. The maximum size for a terrain image is 1024x1024. Other than that, there's no maximum.

Quote: "How do you detect collisions for the objects put in your level editor"


That's up to you. If you use dbpro static collision, you can build it with worldmaker and it will be included in the code.

Quote: "p.s. Yes, I just said groovy"


Thanks

Awfuldark Forest
Robot
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Posted: 7th Apr 2005 04:19
will this work for DBC?

The happenings of tommorow are behind us now
harggood
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Posted: 7th Apr 2005 08:57
Quote: " will this work for DBC?"


no, sorry, dbpro only.

Awfuldark Forest
harggood
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Posted: 14th Apr 2005 06:25
Updated Worldmaker with dbpro vs 1.058.

http://www.awfuldarkforest.com/worldmaker.html

If you have updated dbpro this should work for you. The included code has also been updated to work with 1.058. Reflection shading isn't working very well. Object texturing and coloring is better. Better fps.

Awfuldark Forest
harggood
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Posted: 22nd Apr 2005 15:01
updated Yods - added some collision and better explosions. Now you can blow up any objects that you put into the world. Build it with worldmaker and blow it up with Yods. Play music while you destroy the world. 1.2 MB download. You need Worldmaker, Directx 9.0 (Feb.2005), and Net Framework 1.1.



Awfuldark Forest
Dr Crazy
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Posted: 22nd Apr 2005 21:40
Well I can't wait to dl the new version And thanks for the tips . And I have to say: BLOODY GOOD JOB! Without your editor, my rpg wouldn't have gone so well. What I like about it is, it's DarkBASIC PRO friendly, it's made for it and made BY it too which I think is really kool! .
Keep us updated dude and one nice feature (if you could add it) is pathing. Basically, texturing seperate parts of a matrix and making paths etc. And maybe even hill paths, not flat ones .
Cheers,
Nick.

Home of the RPG: The Sacran http://www.cstudios.bravehost.com

Used to be Pvt Rakosi
harggood
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Posted: 23rd Apr 2005 02:01
Thanks Dr Crazy. I looked at your project page. The Sacran looks very interesting. A suggestion for paths - open the landscape bitmap with a paint program and paint a path on it. Then use worldmaker to adjust the tile heights.

Awfuldark Forest
Dr Crazy
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Posted: 25th Apr 2005 00:46
Check your email harggood

Home of the RPG: The Sacran http://www.cstudios.bravehost.com

Used to be Pvt Rakosi
David R
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Posted: 2nd Jun 2005 21:05
Quote: " This application has failed to start because d3dx9_24.dll was not found. :/
Well we are off to a good start."


You need DirectX 9.0c Feb 2005 SDK update. Don't say "I already have it" because you obviously do not.

[url=www.lightningstudios.co.uk][/url]
David R
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Posted: 3rd Jun 2005 05:45
http://forum.thegamecreators.com/?m=forum_view&t=51808&b=1

[url=www.lightningstudios.co.uk][/url]
harggood
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Posted: 3rd Jun 2005 10:07
thanks Lightning Studios

Awfuldark Forest

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