Modbaker Development
Moderator: Developers
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Modbaker Development
Hi everyone,
I want to use this thread about the development of my project "ModBaker".
What is ModBaker?
ModBaker will be a tool to create / edit modules for Egoboo. The first version will allow vertex and texxture modifications. In later versions, I've planned to add support for placing objects.
Why are you creating something new? There are EgoMap and Cartman!
I wanted to start with a new codebase, so I'm completely independent from the Egoboo code. This means that I'll re-implement all needed functions for rendering etc.
I'm doing that for several reasons:
- To keep the code / binary as clean as possible
- To make the code easier to understand
I'll release the source code if I got a basic version of vertex and texture edit running.
Currently I managed to render the 3d mesh based on the Egoboo svn/trunk code.
(Items marked with * are finished.)
Current features (last update: 2009/08/09)
* Load / save / create mesh
* GUI system with mouse support
* Keyboard shortcuts for some of the editing functions
* Vertex editing
* Draw textures onto the mesh
* Three edit modes: Tile, vertex and object (object is currently only a place holder)
* Display objects (based on spawn.txt and the icon of the object)
* Implemented a selection to edit multiple vertices / tiles at the same time
* Load / edit / save menu.txt using a GUI
* Display / set tile flags & types
ToDo list for ModBaker 0.7
- wall / floor tool
- PhysFS integration
- a config dialog
- camera rotation
- show save dialog before quitting
- new selection system
* added a button to reload the textures
* added a button to switch the tile texture size (small / large textures)
* apply the texture size when draowing
* Bugfix: tile0.bmp does not get reloaded properly
* correct tile3.bmp handling (currently it won't get handled correctly in the ice palace)
ToDo list for ModBaker 0.8
- load / edit / save pasage.txt
- edit / save spawns.txt
- Reload spawn.txt / the objects
- place / move objects via the mouse
- Generate the minimap
* Tutorial for building ModBaker on Windows / Linux
- Redo some of the icons
- Autosave function
- Extend the "new mesh" function (so other subsystems (spawns, objects, textures, ...) automatically get reloaded)
- drag'n'drop for tile types, tile flags, textures and walls/floors
ToDo list for ModBaker 0.9
- lighting
- edit lights
ToDo list for ModBaker 1.0
- GUI improvements
- better memory handling (add cleanup functions etc.)
- Bugfixes
- Module Manager integration
Planned GUI improvements
- Show object icon in the object ist
- Add tileset definitions for the "new mesh" function
- Allow GUI elements like checkboxes etc.
Screenshots
- Editing the menu.txt file
- "New mesh" GUI
- The mesh + objects get rendered
I want to use this thread about the development of my project "ModBaker".
What is ModBaker?
ModBaker will be a tool to create / edit modules for Egoboo. The first version will allow vertex and texxture modifications. In later versions, I've planned to add support for placing objects.
Why are you creating something new? There are EgoMap and Cartman!
I wanted to start with a new codebase, so I'm completely independent from the Egoboo code. This means that I'll re-implement all needed functions for rendering etc.
I'm doing that for several reasons:
- To keep the code / binary as clean as possible
- To make the code easier to understand
I'll release the source code if I got a basic version of vertex and texture edit running.
Currently I managed to render the 3d mesh based on the Egoboo svn/trunk code.
(Items marked with * are finished.)
Current features (last update: 2009/08/09)
* Load / save / create mesh
* GUI system with mouse support
* Keyboard shortcuts for some of the editing functions
* Vertex editing
* Draw textures onto the mesh
* Three edit modes: Tile, vertex and object (object is currently only a place holder)
* Display objects (based on spawn.txt and the icon of the object)
* Implemented a selection to edit multiple vertices / tiles at the same time
* Load / edit / save menu.txt using a GUI
* Display / set tile flags & types
ToDo list for ModBaker 0.7
- wall / floor tool
- PhysFS integration
- a config dialog
- camera rotation
- show save dialog before quitting
- new selection system
* added a button to reload the textures
* added a button to switch the tile texture size (small / large textures)
* apply the texture size when draowing
* Bugfix: tile0.bmp does not get reloaded properly
* correct tile3.bmp handling (currently it won't get handled correctly in the ice palace)
ToDo list for ModBaker 0.8
- load / edit / save pasage.txt
- edit / save spawns.txt
- Reload spawn.txt / the objects
- place / move objects via the mouse
- Generate the minimap
* Tutorial for building ModBaker on Windows / Linux
- Redo some of the icons
- Autosave function
- Extend the "new mesh" function (so other subsystems (spawns, objects, textures, ...) automatically get reloaded)
- drag'n'drop for tile types, tile flags, textures and walls/floors
ToDo list for ModBaker 0.9
- lighting
- edit lights
ToDo list for ModBaker 1.0
- GUI improvements
- better memory handling (add cleanup functions etc.)
- Bugfixes
- Module Manager integration
Planned GUI improvements
- Show object icon in the object ist
- Add tileset definitions for the "new mesh" function
- Allow GUI elements like checkboxes etc.
Screenshots
- Editing the menu.txt file
- "New mesh" GUI
- The mesh + objects get rendered
Last edited by xenom[GER] on Sat Sep 12, 2009 10:20 am, edited 14 times in total.
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
- penguinflyer2222
- Queen Penguin (Senior Member)
- Posts: 6614
- Joined: Wed Jul 23, 2008 1:51 am
AFAIK that doesn't happen neither in Egomap nor in Cartman.Maxaxle wrote:PLEASE make sure that it doesn't corrupt map vertices!
Good job Xenom, looks great so far.
Oh, and yeah, passages are very important. I'm not saying you should implement passage configuration, but it would be nice if it could at least display them.
- PurpleSquerkle
- Massive Gelfeet (Developer)
- Posts: 3176
- Joined: Wed Jul 23, 2008 4:54 am
- Location: Oakland, CA
- Contact:
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Thanks for the comments!
I don't have an exact plan yet, but those two shouldn't be too hard to add later. But the first features will be basic mesh editing.Zefz wrote:Have you had any thoughts about tile flagging to? (water, reflectional, impassable, etc.)
What about passages? Some people like woodmouse really have trouble placing these things.
If you start a new map, everything should be fine. I recognized that some vertices in the adventure starter (the module I'm testing everything with) are messed up. I don't know if that comes from the float precision of if this is something else. But I thought of adding a "weld" function to weld selected / near vertices, in case something goes wrong.Maxaxle wrote:PLEASE make sure that it doesn't corrupt map vertices!
That's what I'm currently working on (select vertices with the mouse). I'll add keyboard shortcuts, too.PurpleSquerkle wrote:Do you plan to add mouse functionality at some point or is the plan still to do it keyboard-only?
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
- PurpleSquerkle
- Massive Gelfeet (Developer)
- Posts: 3176
- Joined: Wed Jul 23, 2008 4:54 am
- Location: Oakland, CA
- Contact:
- Agent of Dread
- Protector (Senior Member)
- Posts: 8991
- Joined: Wed Jul 23, 2008 8:46 pm
- Location: Australia
- Contact:
Goodie, Xenom registers!
All I can say is ModBaker looks really, really cool.
If you can package in everything we've suggested so far (Especially passages! ) this will be one heck of an editor.
All I can say is ModBaker looks really, really cool.
If you can package in everything we've suggested so far (Especially passages! ) this will be one heck of an editor.
- Linktree: linktr.ee/trilbs -
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Mainly it's vertex-based. Maybe it's possible to add a tile-based selection later.PurpleSquerkle wrote:So is this mostly full vertex-based editing or does it do tile-based stuff like Egomap?
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
- ShellShocker
- Rust Eater (Senior Member)
- Posts: 3625
- Joined: Thu Jul 24, 2008 6:37 am
- Location: Australia
Re: Modbaker Development
Sounds awesome! I might finally be able to make modules! Because EgoMap didn't work for me.xenom[GER] wrote:Hi everyone,
I want to use this thread about the development of my project "ModBaker".
What is ModBaker?
ModBaker will be a tool to create / edit modules for Egoboo. The first version will allow vertex and texxture modifications. In later versions, I've planned to add support for placing objects.
Why are you creating something new? There are EgoMap and Cartman!
I wanted to start with a new codebase, so I'm completely independent from the Egoboo code. This means that I'll re-implement all needed functions for rendering etc.
I'm doing that for several reasons:
- To keep the code / binary as clean as possible
- To make the code easier to understand
I'll release the source code if I got a basic version of vertex and texture edit running.
Currently I managed to render the 3d mesh based on the Egoboo svn/trunk code.
ToDo-List
- Make sure the mesh / camera positions are right
- Mouse support
- Texture editing
- Vertex edit
- Saving the mesh again
Screenshots
Rendering the mesh works
This signature picture has been cropped to fit the size limit.
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Sadly, Egomap didn't work for me very well, too :-/
About passages & spawns.txt:
I thought about only displaying it in the beginning and adding a reload_passages() and a reload_spawns() function to Modbaker.
So you can edit & save the file in a text editor and simply reload it without closing Modbaker. This would work if you change those files manually, I don't know if this works when using Egomap / Cartman.
Another thing I want to add is that you can see the worls coordinates the cursor is at.
So you can find out those points first and then add it to those .txt files.
About passages & spawns.txt:
I thought about only displaying it in the beginning and adding a reload_passages() and a reload_spawns() function to Modbaker.
So you can edit & save the file in a text editor and simply reload it without closing Modbaker. This would work if you change those files manually, I don't know if this works when using Egomap / Cartman.
Another thing I want to add is that you can see the worls coordinates the cursor is at.
So you can find out those points first and then add it to those .txt files.
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
Yes, we can save in Egomap, open the txt files without closing it, edit them, and hitting load in Egomap again. This loads all the new data from the folder.xenom[GER] wrote: About passages & spawns.txt:
I thought about only displaying it in the beginning and adding a reload_passages() and a reload_spawns() function to Modbaker.
So you can edit & save the file in a text editor and simply reload it without closing Modbaker. This would work if you change those files manually, I don't know if this works when using Egomap / Cartman.
Of course, some people must have problems such as Egomap freezing when opening other windows on top of it or minimizing it. I know I did at earlier versions.
Egomap does that if you right click a tile in texture mode.xenom[GER] wrote:Another thing I want to add is that you can see the worls coordinates the cursor is at.
So you can find out those points first and then add it to those .txt files.
The coordinates show in that little white box just between the display at the toolbar.