OpenSource C++ map editor
by Brandon Maness · in Torque Game Engine · 09/26/2005 (11:15 am) · 33 replies
Although the map editor market is being quickly filled in with software like 3d World Studio, and the upcoming GG Torque Constructor, I went on a search to locate an existing open source c++ project that could be used as a framework to offer some type of non-quArk free .dif alternative for Torque.
Honestly, there was very little open source map editor content available that I could find, but I did run across the old Genesis3d project map editor. It has been worked on a little since 1999, but does provide a basic framework to start from.
It didn't compile out of the box, as it had a few errors and type casting issues, as well as not having all the dependencies included with it. After 30 minutes of surfing for the missing dependencies and compiling; everything is working now, so I zipped the entire working VC7 project up and posted it at the link below.
I doubt I'll have the free time to turn it into anything worthwhile, but it is a fairly solid framework from which someone else could build from. Seeing as the code base and dependencies were getting dated, I thought mirroring a working project might arouse some interest, and keep it available to the public.
The compressed project is about 6 meg, and has everything you need.
torque.smdlabs.com/content/GEditPro.rar

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EDIT:added screenshot
Honestly, there was very little open source map editor content available that I could find, but I did run across the old Genesis3d project map editor. It has been worked on a little since 1999, but does provide a basic framework to start from.
It didn't compile out of the box, as it had a few errors and type casting issues, as well as not having all the dependencies included with it. After 30 minutes of surfing for the missing dependencies and compiling; everything is working now, so I zipped the entire working VC7 project up and posted it at the link below.
I doubt I'll have the free time to turn it into anything worthwhile, but it is a fairly solid framework from which someone else could build from. Seeing as the code base and dependencies were getting dated, I thought mirroring a working project might arouse some interest, and keep it available to the public.
The compressed project is about 6 meg, and has everything you need.
torque.smdlabs.com/content/GEditPro.rar

B--
EDIT:added screenshot
About the author
#22
09/28/2005 (9:54 pm)
Thanks, I'll go take at look at it right now.
#23
Edit: It got sent back to me. Said illegal attachment, got a messenger or something so i can ship it over?
09/28/2005 (10:32 pm)
Well, lemme know whatcha think, its not much, just a bit more organized ;)Edit: It got sent back to me. Said illegal attachment, got a messenger or something so i can ship it over?
#24
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09/29/2005 (3:31 pm)
I've never seen it kick back an rar file, Strange.. Try and send it to brandon8863 AT gmail.comB--
#25
09/30/2005 (11:48 am)
I think it accepted it this time. It didn't come back =). Check it out, its not much, but i'm gonna contribute as i can.
#26
10/05/2005 (8:10 am)
It's Nice to see someone is working on a viable open source editor similar to valve's hammer, keep it up!
#27
I've had the time to get the .map/.dif export limping around. The hollow features are a no go in their current state(map2dif does not like them), but basic shapes are working. Texture positions are there, but I haven't had a chance to test all the adjustments to make sure WYSIWYG.
Besides that, I changed the dot grid back to lines (faster), and reworked the camera and view controls to be a little more intuitive.
Next up is replacing the .wad textures with textures loaded from a specified directory tree.
**If there is anyone with the time to rework the camera view to directX or openGL post a msg and i'll send you what I have so far, and share what I've learned.
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10/05/2005 (8:22 am)
Here's an update:I've had the time to get the .map/.dif export limping around. The hollow features are a no go in their current state(map2dif does not like them), but basic shapes are working. Texture positions are there, but I haven't had a chance to test all the adjustments to make sure WYSIWYG.
Besides that, I changed the dot grid back to lines (faster), and reworked the camera and view controls to be a little more intuitive.
Next up is replacing the .wad textures with textures loaded from a specified directory tree.
**If there is anyone with the time to rework the camera view to directX or openGL post a msg and i'll send you what I have so far, and share what I've learned.
B--
#28
10/05/2005 (12:28 pm)
@Brandon, I haven't worked with MFC/OGL, But i think i could give it a good swing. No promises or anything. (P.S. I'm more worried about creation.)
#29
It's MFC GDI for screen writes, and isn't too bad, until you get to a full screen textured camera view. My plan of attack was textures, and then vertex edit. I have a feeling the vertex edit will be a bear, but I haven't had a chance to really take a good look at it yet.
Another useful addition would be 'wasd' camera viewport navigation. I implemented a hacked version, but was not impressed with the results. The issue results from GEditPro using 'OnMouseMove' for screen updates. Works great until you toss in a timer thread, and start updating at set intervals based on keyboard input. The problem I ran into was added overhead at refresh intervals that removed choppy navigation, and a general slowdown with larger test maps. There is a way to revamp the existing system so that it will be more effecient; I just haven't had the time.
Keep me posted on any progress, and/or problems you encounter. Also, to anyone else out there who has a little extra time and ability, speak up if you would like to help!
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10/05/2005 (2:30 pm)
@Chris: I agree with you about creation. As it stands, creaton and display are somewhat interwoven.. For example, in the process of converting the camera display you would learn quite a bit about the inner workings of the brush structure and memory format. As of right now, the hollow feature is no good, and there is no vertex edit, extrude, or face cut; just to name a few.It's MFC GDI for screen writes, and isn't too bad, until you get to a full screen textured camera view. My plan of attack was textures, and then vertex edit. I have a feeling the vertex edit will be a bear, but I haven't had a chance to really take a good look at it yet.
Another useful addition would be 'wasd' camera viewport navigation. I implemented a hacked version, but was not impressed with the results. The issue results from GEditPro using 'OnMouseMove' for screen updates. Works great until you toss in a timer thread, and start updating at set intervals based on keyboard input. The problem I ran into was added overhead at refresh intervals that removed choppy navigation, and a general slowdown with larger test maps. There is a way to revamp the existing system so that it will be more effecient; I just haven't had the time.
Keep me posted on any progress, and/or problems you encounter. Also, to anyone else out there who has a little extra time and ability, speak up if you would like to help!
B--
#30
im fairly interested in this app.. how yee getting on brandon?>
10/26/2005 (3:12 am)
How goes it? ...im fairly interested in this app.. how yee getting on brandon?>
#31
So just a note to all the BSP wizards out there: Speak up if you'd like to tackle the rewrite of cut brushes for GEdit. I'd be more than happy to share what I've learned.
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10/26/2005 (3:47 am)
I haven't messed with it lately.. The cut brush issue will take a substantial amount of time to get going. (At least for someone like me who is new to BSP manipulation) I've been chewing on some ideas, but have yet to implement any code for it. I stopped working on everything else with the editor until that gets sorted out. An editor is no good without a cut brush! One of these weekends i'll have some extra time, and I'll spend some time with it.So just a note to all the BSP wizards out there: Speak up if you'd like to tackle the rewrite of cut brushes for GEdit. I'd be more than happy to share what I've learned.
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#32
11/01/2005 (7:56 am)
Does it export to .dts?
#33
This BSP map editor is not ready for public use though.. Very rough around the edges, and incomplete feature set.
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11/01/2005 (1:21 pm)
Do you mean .dif? DTS shapes are created with 3d Modeling packages like Blender, Max, or Maya. The editor exports to .map, which map2dif converts to the .dif format.This BSP map editor is not ready for public use though.. Very rough around the edges, and incomplete feature set.
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Torque 3D Owner Chris "DiGi" Timberlake