Hi there fellow Irrlicht'ers!
I was just thinking it would be a great idea (if posible?) to make a MapEditor with Irrlicht. An Irrlicht compatible AND simple MapEditor, seems to be in big demand judging by the many posts on the forum.
Would it be that hard to make this a reallity?
Since there's already a couple of diffrent importers out there for various formats (MIM, DMF, LMTS, X...) I guess it wouldn't be that hard to do some exporters.
Isn't this just what Irrlicht needs?
/Saku
Irrlicht MapEditor ( I ME ;)
Irrlicht MapEditor ( I ME ;)
Call me Wice, Miami Wice!
this would be absolutely great! i'm not really good in c++-programming (and still learning to use irrlicht as well) but i've thought about something like this before, as well in order to use it in my own game. actually i've thought more about a special game-level-designer for my game (with starting points for the enemies, etc) but i could do stuff like that later on myself as well.
if such a project would be started by the community, this would just rock and i might also help out where i can
this could be the first real community open source project! oh damn, i'd love it

if such a project would be started by the community, this would just rock and i might also help out where i can
this could be the first real community open source project! oh damn, i'd love it
-
Guest
I'm not an expert at 3d, Irrlicht, or c++, but I'm familiar with them enough to complete the tutorials (ready for tut 6 now).
Anyway, I think we could start with such a project by doing some planning.
As I'm seeing it:
The program starts up, and the user wants a new map. A window appears asking you for the length, width, and possibly height of the map, and it asks for a primary ground texture. Now, you have 2 options to edit: 1st-person, or 3rd-person (possibly a choice for 3rd-person 2-d instance of the same map), but whatever method is chosen can be changed on the fly.
The initial map is flat, but can have individual ground points change height,
You can use the mouse to choose where to input an object, and its properties can be changed, including triggered events. Also, permit the maps to have their code modified, so they can still be customized beyond the editor's capabilities.
Any other ideas? Perhaps with enough, a person with enough time and experience can try coding similar.
Anyway, I think we could start with such a project by doing some planning.
As I'm seeing it:
The program starts up, and the user wants a new map. A window appears asking you for the length, width, and possibly height of the map, and it asks for a primary ground texture. Now, you have 2 options to edit: 1st-person, or 3rd-person (possibly a choice for 3rd-person 2-d instance of the same map), but whatever method is chosen can be changed on the fly.
The initial map is flat, but can have individual ground points change height,
You can use the mouse to choose where to input an object, and its properties can be changed, including triggered events. Also, permit the maps to have their code modified, so they can still be customized beyond the editor's capabilities.
Any other ideas? Perhaps with enough, a person with enough time and experience can try coding similar.
Just to put in my ideas:
-All 3D can be exported to: MIM, DMF, LMTS, X...
-All Extra data from the map(Entities...) can be exported to: XML, TXT... Maybe an IME format?
-Simple though usefull like: Valve Hammer Editor, DeleD, CS4...
All together: The power of full control but still the full control over the power
get what i mean?
-All 3D can be exported to: MIM, DMF, LMTS, X...
-All Extra data from the map(Entities...) can be exported to: XML, TXT... Maybe an IME format?
-Simple though usefull like: Valve Hammer Editor, DeleD, CS4...
All together: The power of full control but still the full control over the power
Call me Wice, Miami Wice!