Map edit(or) stuff...

Map edit(or) stuff...

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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mystiq
Posts: 16
Joined: 28 Dec 2005, 14:22

Map edit(or) stuff...

Post by mystiq »

Since theres no real map editor i thought i look if theres something that could help with editing map...

Daylon Leveller, too bad its not open source/freeware, but its still very nice editor.
http://www.daylongraphics.com/products/ ... /index.htm

Klevel, couldnt test it since i dont have Linux, but its descripted to "mimic" Daylon Leveller. Oldish but open source...
http://sourceforge.net/project/showfile ... up_id=7403

Also some editor for simcity, which isnt hugely complicated, might be little bit too simple i think. freeware.
http://www.tenermerx.com/sc3maped/

The Daylon Leveller feels pretty nice, id hope Spring will have something like it as map editor in the future.

Just wanted to post this. Cheers.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

I like the simcity editor, it's really easy to use, but it is not made for big height map. (the bigger one is 256^2)
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I think it would be excellent if the heightmap editing tools for SimCity 4 were implimented or mimicked. If you're curious about them, just ask.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

I'm curious, and have given up on SimCity; I was about ten, and it was frustrating when I could NEVER make a profit. :) You know, if I played it again i'd probably enjoy it!
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

PLAY IT DAMN U... simcity 2000 the best :wink:
mystiq
Posts: 16
Joined: 28 Dec 2005, 14:22

Post by mystiq »

The editor for Simcity 4 looks damn nice, i wonder if Spring could handle large urban areas? :)

edit:
some screenshots can be found here...
http://www.simszone.de/simcity4/downloa ... ool_en.php
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

It can, but it would be more or less unplayable with the current collision detection, which uses spheres. A tall building is as wide as it is tall, collision and weapon hit wise.

But I read something about models using footprint for collision detection, in which case a big urban area would be just fine ^^
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Nemo wrote:It can, but it would be more or less unplayable with the current collision detection, which uses spheres. A tall building is as wide as it is tall, collision and weapon hit wise.

But I read something about models using footprint for collision detection, in which case a big urban area would be just fine ^^
According to zwzsg the footprint is used for pathfinding etc, however the sphere is sued for explosions/weapon hits aswell as selection witht he mouse.

You can make building both non-blocking and indestructible, and fill them up with terrain which aGorm does.

You can create smaller features that arent visible but are nonblocking and fill the features innards with these smaller features but you have to make it nonreclaimable and idnestructible for it to work.
mystiq
Posts: 16
Joined: 28 Dec 2005, 14:22

Post by mystiq »

Any ideas if they are going to redo the collosion to allow nice (and correctly handled) features like buildings and such?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Zaphod says he's working on allowing modellers to define weapon collision meshes.
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