Author Topic: Mount&Blade Cartographer | Just my own spin-off...  (Read 73297 times)

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Swyter

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Mount&Blade Cartographer | Just my own spin-off...
« on: July 18, 2011, 09:48:09 PM »
    __________________________________________________________
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  / /   /_ / /__/  /  /  / / _  /__/ /__/ /__/ /__/ /__  /__/ /
 / /__ /  / / \   /  /__/ /__/ / \  /  / /    /  / /__  / \  /
 \__________________________________________________________/

  [your mount&blade strategic map editor of choice]

 
 
  About this appl.
  ----------------
 
  Currently in mature stage, this tiny program allows to position world parties/cities
  in real-time and modify the mesh and materials of the map using third party 3D modeling tools.

  Originally created for the Star Wars Conquest mod <http://getconquest.net>
 
 
  The instructions
  ----------------
 
  I took some time to write a really comprehensive manual for all levels that works like a quick
  start guide, including download. Encompassing most of the functions into a clear,
  short but sweet, tutorial-esque text that will cover most of
  your questions and initial doubts.

  It's full of images, and conveniently structured. You can find here:

  <https://bitbucket.org/Swyter/cartographer/wiki/Home>


  Download it here
  ----------------

  If you just want to jump right into the program knowing what to do, here are the links:

  - Latest version:
  <https://bitbucket.org/Swyter/cartographer/downloads/swycartographer-2014.05.22.zip>

  - Full download archive right here, with all the released versions nicely sorted:
  <https://bitbucket.org/Swyter/cartographer/downloads>


  Acknowledgements
  ----------------
 
  It's written in Lua <http://lua.org/> and uses LuaJit as runtime. Providing a
  great speed enhancement that equals native C/C++ code.
 
  Loads common image/texture types though a tiny lib called SOIL <http://lonesock.net/soil.html>,
  based on stb_image <http://nothings.org/> but with DDS/DXT1-3-5 support.
 
  OpenGL and GLFW FFI bindings are provided by LuJGL <https://github.com/ColonelThirtyTwo/LuJGL>
 
  That's it.


(click to show/hide)
« Last Edit: November 09, 2014, 07:07:19 PM by Swyter »

mr.master

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Re: Mount&Blade Cartographer | Just my own spin-off...
« Reply #1 on: July 18, 2011, 10:22:40 PM »
Interesting. Very interesting. I shalt keep my eye on this.  :wink:



Wolfstar

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Re: Mount&Blade Cartographer | Just my own spin-off...
« Reply #2 on: July 18, 2011, 11:13:19 PM »
And yet again, Swyter impresses me. Your far too good man ;).

Wolf.

Lumos

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Re: Mount&Blade Cartographer | Just my own spin-off...
« Reply #3 on: July 19, 2011, 07:58:59 AM »
A good job again, as usual.
Needs more functions! ;)

Crazy-Q

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Re: Mount&Blade Cartographer | Just my own spin-off...
« Reply #4 on: July 19, 2011, 05:32:26 PM »
Looks awesome!  I was waiting for this!  :)  You beat my XNA one.  :P  I like the idea of open source! 

Swyter

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Re: Mount&Blade Cartographer | Just my own spin-off...
« Reply #5 on: July 20, 2011, 07:32:17 PM »
And here we go! Some more progress...

I had a funny time while doing all the triangular normals code. Also added cute colors and OBJ export. Isn't bad for a couple of hours.
And hey!... Now it looks like Minecraft more than Mount&Blade.  :)  What else you want?




I'll post a link soon.

Bloodpass

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Re: Mount&Blade Cartographer | Just my own spin-off...
« Reply #6 on: July 21, 2011, 11:37:30 PM »
Wow, soon we'll have more of these than we have mods! ha ha  :P  About time some of us worked on this, map variety in Warband is far overdue.  My only regret is that we're all using different languages, so it's harder to collaborate.

Wait - by the way, did you try the recent version of the Java editor?  I haven't gotten any reports of issues with the new engine.
Warband "Bloodpass Map Editor" Project Thread:
http://forums.taleworlds.com/index.php/topic,177057.0.html

Ikaguia

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Re: Mount&Blade Cartographer | Just my own spin-off...
« Reply #7 on: July 22, 2011, 01:10:16 AM »
nice work switer.
When I first read this I thought it was a kind of scene editor outside of the Game.

Sorry for my poor English, I'm Brazilian.

Bloodpass

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Re: Mount&Blade Cartographer | Just my own spin-off...
« Reply #8 on: July 22, 2011, 01:43:56 AM »
nice work switer.
When I first read this I thought it was a kind of scene editor outside of the Game.

Hmm, that might be nice actually!
Warband "Bloodpass Map Editor" Project Thread:
http://forums.taleworlds.com/index.php/topic,177057.0.html

Lumos

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Re: Mount&Blade Cartographer | Just my own spin-off...
« Reply #9 on: July 22, 2011, 10:15:39 AM »
nice work switer.
When I first read this I thought it was a kind of scene editor outside of the Game.
Hmm, that might be nice actually!
I've thought about wiritng one, but in the end I decided it'd be too much work for a lazy-ass like me. :lol:
You have to parse the .sco file, generate a scene based on the code from M&B and last, but not least, implement the functions needed to actually edit anything.

Crazy-Q

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Re: Mount&Blade Cartographer | Just my own spin-off...
« Reply #10 on: July 22, 2011, 02:21:23 PM »
Yeah, but if you didn't have to deal with the awful memory leaks and the ability for copy and paste, etc... :P 

cmpxchg8b

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Re: Mount&Blade Cartographer | Just my own spin-off...
« Reply #11 on: July 22, 2011, 03:28:29 PM »
I've thought about wiritng one, but in the end I decided it'd be too much work for a lazy-ass like me. :lol:
You have to parse the .sco file, generate a scene based on the code from M&B and last, but not least, implement the functions needed to actually edit anything.
I don't think we'll ever see external scene editors.
Parsing the SCO file is easy, but generating the basic scene from the code in the same way the engine does... well, good luck with that.

Bloodpass

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Re: Mount&Blade Cartographer | Just my own spin-off...
« Reply #12 on: July 23, 2011, 03:52:33 AM »
I don't think we'll ever see external scene editors.
Parsing the SCO file is easy, but generating the basic scene from the code in the same way the engine does... well, good luck with that.

And rendering the strat map (with simple color shading) is easy too.  (This might be good for a "roffle" but just playing around and to learn, I've actually implemented simple rendering of the M&B strat map in 3 different engines prior to the one I'm using now, across 3 different languages/platforms--Flash, Python, Java.)  But Bioxx and I are having a heck of a time imitating the game's rendering of the strat map (I do enjoy the challenge), and it may not be possible to get it exactly the same in every circumstance - however we can still try.

I think the Java implementation (well, it runs off OpenGL) is pretty close other than the lack of shadows (which I still intend to improve on).  So if our progress is any indicator, we could probably get a scene editor "close enough" to the game's appearance for it to be useful, IMO.  I'm not telling anyone what to do (and certainly more editor options is better than fewer) but rather than creating a 3rd implementation of a map editor it might be worthwhile for one of us to give a scene editor a shot... although I've no idea personally what the complications would be, or how such a tool would function.
Warband "Bloodpass Map Editor" Project Thread:
http://forums.taleworlds.com/index.php/topic,177057.0.html

MadocComadrin

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Re: Mount&Blade Cartographer | Just my own spin-off...
« Reply #13 on: July 25, 2011, 07:14:56 PM »
What do we really need from a scene editor though? We don't need perfect rendering: better transforming tools and object placement tools would work just fine.
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Swyter

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Re: Mount&Blade Cartographer | Just my own spin-off...
« Reply #14 on: July 25, 2011, 07:27:31 PM »
What do we really need from a scene editor though? We don't need perfect rendering: better transforming tools and object placement tools would work just fine.

Making an external scene editor is pretty impractical, and if you ask me, a bit silly. First of all, when you supply a terrain code, the engine has a noise generator that makes the wavy terrain with the encoded characteristics, over that virgin terrain the SCO is read and acts as diff of vertex height, plus adding props and stuff.

That's a long way that starts by using IDA and taking an eye to the algorithm, trying later to reconstruct it, and implement a BRF and a text loader (using ioBRF lib from mtarini and DevIL for DDS loading). And finally creating a cool renderer that doesn't even supports original shaders. That's like emulating half of the game.

cmpxchg8b is your best bet, he can hook the editor functionalities with the WSE, same that he's currently doing with the opcode pool.
So you can get instance duplication (sprop copy-paste) and so in a short time.

Have fun.