Module Development > Unofficial Editing Tools
Mount&Blade Cartographer | Just my own spin-off...
Swyter:
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[your mount&blade strategic map editor of choice]
About this appl.
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Currently in early stage, this program allows to position world parties/cities
in real-time. Originally created for the Star Wars Conquest mod <http://getconquest.net>
Download it here
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<https://bitbucket.org/Swyter/cartographer/downloads/swycartographer-2013.03.09.zip>
The instructions
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Keep pressing the left mouse button while moving to rotate the camera first-person style,
drag and select settlements with the right mouse button.
Adjust your vertical distance from the terrain with the help of your mouse wheel.
Use /R/ to rotate a previously selected settlement, alternatively you can also use /G/
to move it directly to the current cursor position for better accuracy.
{Shift} Switchs labeling between ids and names
{Ctrl} x3 Speed multiplier when using the direction keys
{Tab} Switchs visually between faceted and smooth terrain
{F5} Saves map.txt
{F6} Reloads map.txt
{F7} Imports Obj
{F8} Exports Obj
{F9} Saves edited parties
{F10} Reloads module_parties.py
Think of it as west: map
mid: obj
east: parties
outer keys: save
inner keys: load
Acknowledgements
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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)Today tried both of the new map editors and neither the XNA implementation nor the Java one worked for me.
As I'm currently interested in learning OpenGL and programming in Lua is fun, not like any old school heavies I decided to make my very own light implementation of a Mount&Blade Strategic Map loader.
I'm having a fun time optimizing my own code (pretty challenging :P) so the map gets parsed and the mesh built in less than 1.763 secs, moreover, having an stable framerate, that's even more than the game itself can say.
Features:
~ Extremely fast initialization and rendering.
~ Wireframe / Flat shading view.
~ Intuitive and easy to use.
~ Basic WASD + Arrows + Mouse Scroll + Screen Borders camera movement
~ Minimalistic, clean, compatible Lua code.
~ Colored geometry by terrain. <- Have to re-implement this one, disappeared due the loader rewrite
To do Tomorrow:
~ Make the colored terrain to work again.
~ Finish the camera code and zoom.
~ DDS loader. Check if OpenGL extensions works with LuaGL. So I can do GPU DXT1/5 decompression.
~ Make the main code public and editable as independent .lua file.
~ Yet more cleanup.
Showcase:
As always, usability and eye-candy goes first.
Just a quick icon (Click to enlarge):
And a screeny:
Download test platform:
And the omnipresent download link:
http://www.mediafire.com/?u3zxpq7o4z9tt1d
[!] Don't forget that this is an afternoon work so the existing code is pretty tested and stable (worked with every map I've found so far),
but there's very few to see apart from the map geometry itself, due the... pretty early stage, you know.
Let me know if you want further updates with more stuff.
Have fun
--swy
mr.master:
Interesting. Very interesting. I shalt keep my eye on this. :wink:
Wolfstar:
And yet again, Swyter impresses me. Your far too good man ;).
Wolf.
Lumos:
A good job again, as usual.
Needs more functions! ;)
Crazy-Q:
Looks awesome! I was waiting for this! :) You beat my XNA one. :P I like the idea of open source!
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