With all these lua commands for manipulating every little facet of maps - how is it that nobody is working on a lua in-game editor?
Everything but the texture could be made inside spring.
Needs a good lua GUI framework, any ideas?
Creating a lua map editor
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Re: Creating a lua map editor
really? ...
Re: Creating a lua map editor
At least 2 people are, one posted above me. Also another 2 working on feature placement editors iirc.
Re: Creating a lua map editor
Link or it doesn't exist.
Feature placement is just a small (but vital) part of the requirements.
Feature placement is just a small (but vital) part of the requirements.
Re: Creating a lua map editor
Ok got on PC now. gajop yours was pretty nice work. So nevermind close topic if you like.
Re: Creating a lua map editor
OK, so now that you've got that I'm working on a map editor, you should know it can also create missions/scenarios, which was the original intent.Cheesecan wrote:how is it that nobody is working on a lua in-game editor?
Textures have their own set of problems. While you can edit them (as shown in the video you linked), there are certain limitations with the way I do it.Cheesecan wrote: Everything but the texture could be made inside spring.
From what I understand (correct me if I'm wrong), the only way to edit map textures is to create opengl textures, and render on them. The problem with that is that you can't have a high number of high quality textures available at the same time.
By default, spring uses textures of different resolution, depending on the zoom level, and that allows you to use really large maps without depleting all the memory on the GPU. However, it is not possible to edit maps while still having that feature, i.e. once you set the texture you use for editing, Spring will always render it at full resolution.
GUI is not so much of a problem, I've mostly worked that part out.Cheesecan wrote: Needs a good lua GUI framework, any ideas?
Currently there are two major issues that need/should be worked engine side (I'm currently trying to learn to do the first one):
1. Allow engine-side full map serialization. Currently Spring can save delta heightmap, which while fine for game saves, isn't appropriate for map creation where you don't want the original map as dependency. This should be doable with CREG support which is what I'm trying to learn these days. Saving texture maps may prove to be more difficult from the engine however.
2. Allow engine-supported texture editing while having dynamic opengl textures. This is something I currently deeply lack knowledge for. It's very likely I won't be the one to do this.
Note:
I'm not a game/content developer. I don't really know the full needs of map editors so I ask around and I've got some answers. While there are certain requests that can be done (relatively easy) from the Lua side (e.g. prefab editing, different type of heightmap brushes), there are likely things I don't know even exist. Are there other additional maps that are edited when creating maps (normal map, detail map, alpha map), etc. etc.?
PS: The editing tool is available at the following URL: https://github.com/gajop/Toolbox. If anyone has any ideas of what he'd like to add please contact me (preferably before starting), and I'd be glad to cooperate.
Re: Creating a lua map editor
nope.Cheesecan wrote: Everything but the texture could be made inside spring.
I feel like all your assertions in this thread are woefully ignorant.