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.
Map edit(or) stuff...
Moderator: Moderators
-
- Posts: 704
- Joined: 30 Oct 2004, 14:14
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
edit:
some screenshots can be found here...
http://www.simszone.de/simcity4/downloa ... ool_en.php
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 ^^
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.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 ^^
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.