GUI map tool
GUI map tool
Are there any easier map making tools than bzedit?
Thanks
Thanks
- RPG
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Yes, a list can be found here: http://shellshock.bzflag.bz/coolbits-links.html
Go down to 'world editors'
None of them work for 2.0 maps, though. There is another tool not mentioned there called PyBzedit, also not 2.0 compatable, here: http://sourceforge.net/projects/pybzedit/
Go down to 'world editors'
None of them work for 2.0 maps, though. There is another tool not mentioned there called PyBzedit, also not 2.0 compatable, here: http://sourceforge.net/projects/pybzedit/
RPG, why do you keep saying 'NOT 2.0 compatable"?
the editors will make maps that run just perfeclty fine in 2.0. 2.0 is FULLY BACKWARDS compatable with 1.10.x. Those editors just don't do the new things that 2.0 supposts. It would benefit most new users to learn the simpler 1.10 object set before they learn about the new 2.0 features.
The way you keep puting it you make it sound like the map formats are totaly diferent and 100% incompatable. when this is not true.
the editors will make maps that run just perfeclty fine in 2.0. 2.0 is FULLY BACKWARDS compatable with 1.10.x. Those editors just don't do the new things that 2.0 supposts. It would benefit most new users to learn the simpler 1.10 object set before they learn about the new 2.0 features.
The way you keep puting it you make it sound like the map formats are totaly diferent and 100% incompatable. when this is not true.
JeffM
When is a version of bzedit with 2.X features going to be released?JeffM2501 wrote:RPG, why do you keep saying 'NOT 2.0 compatable"?
the editors will make maps that run just perfeclty fine in 2.0. 2.0 is FULLY BACKWARDS compatable with 1.10.x. Those editors just don't do the new things that 2.0 supposts. It would benefit most new users to learn the simpler 1.10 object set before they learn about the new 2.0 features.
The way you keep puting it you make it sound like the map formats are totaly diferent and 100% incompatable. when this is not true.
there are no plans to update the windows version of bzedit to include new features, there never has been. There are tools to help convert meshes, and an work in progress blender plugin.
The author of pybzedit has said that he was looking into adding new features to pybzedit, but I am unaware of the status of that project.
The author of pybzedit has said that he was looking into adding new features to pybzedit, but I am unaware of the status of that project.
JeffM
- wegstar
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it sounds so easy...learn C++ and start!!!
Who was the original author of Bzedit anyway?
Formerly "nader"
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Hi,
I had an idea a while ago about using some sort of Radiant based editor for BZflag.
I have a strong feeling that something could be made on top of GtkRadiant, which source code is available, to support BZflag 2.0 maps in a convenient way. The editor itself is quite easy to master, and has everything in texture and surface management to take into account every new feature.
Valoche
edit: and, oh, chances are good for it to work on OS/X
I had an idea a while ago about using some sort of Radiant based editor for BZflag.
I have a strong feeling that something could be made on top of GtkRadiant, which source code is available, to support BZflag 2.0 maps in a convenient way. The editor itself is quite easy to master, and has everything in texture and surface management to take into account every new feature.
Valoche
edit: and, oh, chances are good for it to work on OS/X
ok BIYA, why don' you just say you don't know what radiant is instead of trying to guess.
it's the quake 3 map editor. He is saying it could be a good idea to modify the editor since it's source is released to support bzflag maps. He's not saying anyone has done this, or that anyone is working on it, it's just an idea.
The similar idea was applied to blender, It's an existing editor, and a plugin was/is being made to let you use it to make maps.
Radiant is overkill for bzflag, but may offer features that blender could not easaly be moded to give the desired results. Quake maps are normaly stored in a BSP, this is very diferent from BZFlags "object" centric design, but there could posibly be ways to convert the data. I also think that it may be posible ( or even better ) to convert bzflag's map system to use a bsp like structure. The maps are small enough, so they would not be too bad, and realy you don't need to define object, just surfaces.
it's the quake 3 map editor. He is saying it could be a good idea to modify the editor since it's source is released to support bzflag maps. He's not saying anyone has done this, or that anyone is working on it, it's just an idea.
The similar idea was applied to blender, It's an existing editor, and a plugin was/is being made to let you use it to make maps.
Radiant is overkill for bzflag, but may offer features that blender could not easaly be moded to give the desired results. Quake maps are normaly stored in a BSP, this is very diferent from BZFlags "object" centric design, but there could posibly be ways to convert the data. I also think that it may be posible ( or even better ) to convert bzflag's map system to use a bsp like structure. The maps are small enough, so they would not be too bad, and realy you don't need to define object, just surfaces.
JeffM
There are many bsp formats, the quake one is binary, not text, it's not human readable. It's documented in many places on the net. It's very diferent then the bzflag method. If you don't have a solid foundation in 3d math and geometry you won't get it. Radiant is a full editor that does all the stuff that the format can do, so users don't have to care what the guts of the map are made of, they just drag brushes around
yeah you could probalby turn each object in an existing map into a brush and add it to the leafy bsp.
not that anyone is going to actualy implement this. I'm just saying what I'd do if I had my druthers. It would solve a number of problems. It would be a HUGE change and be totatly protocol breaking.
But then I don't have my druthers.
yeah you could probalby turn each object in an existing map into a brush and add it to the leafy bsp.
not that anyone is going to actualy implement this. I'm just saying what I'd do if I had my druthers. It would solve a number of problems. It would be a HUGE change and be totatly protocol breaking.
But then I don't have my druthers.
JeffM