Bloodpass Warband Map Editor

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Is there seriously not a camera rotate button? Please tell me I'm overlooking something. If there isn't camera rotate then this mod is pointless. However thanks for making this! Hopefully it will be helpful soon.
 
I'm brand new to modding Warband. I know this forum might be dead, but will this editor work on Windows 10? If not, are there alternatives that will?
 
HouseTargaryen said:
I'm brand new to modding Warband. I know this forum might be dead, but will this editor work on Windows 10? If not, are there alternatives that will?

You can still work with thorgrim's map editor.
 
how can i make mountains? is that a release feature?

I can paint mountain terrain but it remains flat
 
In some mods you can actually do this. In Diplomacy NEWEST test version you can "attach"  "Detach" parties like lords, villages, towns. But this is much easier.
 
Hello, I don't know where to put all these files; when I run the .bat file it says Java is not recognised? Any ideas?
 
Is there a way to make this Fantastic Editor working for " Viking Conquest " because I like it way better then Thorgrim and had fun making a map for native in Bloodpass.

Will there be a update to the Editor?

I am aware this Topic had no post in 182 days... so will try to reanimate the Dead :wink:


Thanks for any reply  :mrgreen:


cwca said:
Hello, I don't know where to put all these files; when I run the .bat file it says Java is not recognised? Any ideas?

Just unzip it into a folder you can name it Bloodpass then place the " map.txt " and the " module_parties.py " into the folder that way the Editor will find the right map and also the right file when you move the Citys around. dont forget to put the module_parties.py back into you folder in you mod where you stored the other python files like just copy it over before compiling it should work fine then. Hope it helps

It should look like this:

bloodpass.PNG


Hope it helped you, sorry you did not get a answer earlier.
 
Actually I'm working on bringing it back now with a big update...  :party:

For the Java not recognized issue above, you need to install Java. Surprised I don't seem to have mentioned that anywhere. Don't install any browser plug-ins or whatever optionals if it prompts for that, no need.
http://www.oracle.com/technetwork/java/javase/downloads/jre8-downloads-2133155.html

Search for "Java Runtime Environment" if/when this link breaks. The version at "java.com" may work too but I haven't tested it (and that site looks embarrassingly bad).

For most people (Windows 64 bit) this is the file you want.
Windows x64 68.5 MB  jre-8u171-windows-x64.exe
 
Monster update up. :party:

Anyone still alive here, check the repo.  :grin: 

I'll update the forum post later. Not tested on Windows yet - someone let me know how it does!

https://www.mbrepository.com/file.php?id=3051
 
Bloodpass said:
Monster update up. :party:

Anyone still alive here, check the repo.  :grin: 

I'll update the forum post later. Not tested on Windows yet - someone let me know how it does!

https://www.mbrepository.com/file.php?id=3051
Good. :iamamoron: It is tested on GNU/Linux?
Which version of Java is needed?
 
I tried this editor on Windows 10.
Not everything works well... No GUI controls... I can't maximize editor's window...
Screen:


Code:
E:\Bloodpass>"C:\Program Files\Java\jdk-9.0.4\bin\java.exe" -jar Bloodpass.jar  1>clog.log
Jul 09, 2018 1:32:23 PM com.jme3.system.JmeDesktopSystem initialize
INFO: Running on jMonkeyEngine 3.1-stable
 * Branch: HEAD
 * Git Hash: af04bf9
 * Build Date: 2017-02-19
Jul 09, 2018 1:32:24 PM com.jme3.system.lwjgl.LwjglContext printContextInitInfo
INFO: LWJGL 2.9.3 context running on thread jME3 Main
 * Graphics Adapter: igdumdim64
 * Driver Version: null
 * Scaling Factor: 1
WARNING: An illegal reflective access operation has occurred
WARNING: Illegal reflective access by com.jme3.util.BufferUtils (file:/E:/Bloodpass/lib/jme3-core-3.1.0-stable.jar) to method sun.nio.ch.DirectBuffer.cleaner()
WARNING: Please consider reporting this to the maintainers of com.jme3.util.BufferUtils
WARNING: Use --illegal-access=warn to enable warnings of further illegal reflective access operations
WARNING: All illegal access operations will be denied in a future release
Jul 09, 2018 1:32:24 PM com.jme3.renderer.opengl.GLRenderer loadCapabilitiesCommon
INFO: OpenGL Renderer Information
 * Vendor: Intel
 * Renderer: Intel(R) HD Graphics 520
 * OpenGL Version: 4.4.0 - Build 21.20.16.4542
 * GLSL Version: 4.40 - Build 21.20.16.4542
 * Profile: Compatibility
Jul 09, 2018 1:32:24 PM com.jme3.asset.AssetConfig loadText
WARNING: Cannot find loader com.jme3.scene.plugins.ogre.MeshLoader
Jul 09, 2018 1:32:24 PM com.jme3.asset.AssetConfig loadText
WARNING: Cannot find loader com.jme3.scene.plugins.ogre.SkeletonLoader
Jul 09, 2018 1:32:24 PM com.jme3.asset.AssetConfig loadText
WARNING: Cannot find loader com.jme3.scene.plugins.ogre.MaterialLoader
Jul 09, 2018 1:32:24 PM com.jme3.asset.AssetConfig loadText
WARNING: Cannot find loader com.jme3.scene.plugins.ogre.SceneLoader
Jul 09, 2018 1:32:24 PM com.jme3.asset.AssetConfig loadText
WARNING: Cannot find loader com.jme3.scene.plugins.blender.BlenderModelLoader
Jul 09, 2018 1:32:24 PM com.jme3.asset.AssetConfig loadText
WARNING: Cannot find loader com.jme3.scene.plugins.fbx.FbxLoader
Jul 09, 2018 1:32:24 PM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: Audio Renderer Information
 * Device: OpenAL Soft
 * Vendor: OpenAL Community
 * Renderer: OpenAL Soft
 * Version: 1.1 ALSOFT 1.15.1
 * Supported channels: 64
 * ALC extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_DEDICATED ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFT_loopback
 * AL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency
Jul 09, 2018 1:32:24 PM com.jme3.audio.openal.ALAudioRenderer initOpenAL
WARNING: Pausing audio device not supported.
Jul 09, 2018 1:32:24 PM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: Audio effect extension version: 1.0
Jul 09, 2018 1:32:24 PM com.jme3.audio.openal.ALAudioRenderer initOpenAL
INFO: Audio max auxiliary sends: 4
SLF4J: Class path contains multiple SLF4J bindings.
SLF4J: Found binding in [jar:file:/E:/Bloodpass/lib/slf4j-log4j12-1.7.25.jar!/org/slf4j/impl/StaticLoggerBinder.class]
SLF4J: Found binding in [jar:file:/E:/Bloodpass/lib/logback-classic-1.1.2.jar!/org/slf4j/impl/StaticLoggerBinder.class]
SLF4J: See http://www.slf4j.org/codes.html#multiple_bindings for an explanation.
SLF4J: Actual binding is of type [org.slf4j.impl.Log4jLoggerFactory]
Jul 09, 2018 1:32:26 PM com.jme3.input.InputManager addMapping
WARNING: Attempted to add mapping "SIMPLEAPP_Exit" twice to trigger.
Jul 09, 2018 1:32:28 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! newmtl
Jul 09, 2018 1:32:28 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Ka
Jul 09, 2018 1:32:28 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Kd
Jul 09, 2018 1:32:29 PM com.jme3.material.plugins.J3MLoader readDefine
WARNING: In technique 'Default':
Define 'ATTENUATION' mapped to non-existent material parameter 'Attenuation', ignoring.
Jul 09, 2018 1:32:29 PM com.jme3.material.plugins.J3MLoader readDefine
WARNING: In technique 'Default':
Define 'SPHERE_MAP' mapped to non-existent material parameter 'SphereMap', ignoring.
Jul 09, 2018 1:32:29 PM com.jme3.material.plugins.J3MLoader readDefine
WARNING: In technique 'PreShadow':
Define 'COLOR_MAP' mapped to non-existent material parameter 'ColorMap', ignoring.
Jul 09, 2018 1:32:29 PM com.jme3.material.plugins.J3MLoader readDefine
WARNING: In technique 'PostShadow':
Define 'COLOR_MAP' mapped to non-existent material parameter 'ColorMap', ignoring.
Jul 09, 2018 1:32:29 PM com.jme3.material.plugins.J3MLoader readTechnique
WARNING: Fixed function technique was ignored
Jul 09, 2018 1:32:29 PM com.jme3.material.plugins.J3MLoader readTechnique
WARNING: Fixed function technique 'Default' was ignored for material Shaders/Lighting.j3md
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! newmtl
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Ka
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Kd
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! newmtl
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Ka
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Kd
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! newmtl
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Ka
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Kd
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! newmtl
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Ka
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Kd
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! newmtl
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Ka
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Kd
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! newmtl
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Ka
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Kd
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! newmtl
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Ka
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Kd
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! newmtl
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Ka
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Kd
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! newmtl
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Ka
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Kd
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! newmtl
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Ka
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Kd
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! newmtl
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Ka
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Kd
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! newmtl
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Ka
Jul 09, 2018 1:32:29 PM com.jme3.scene.plugins.OBJLoader readLine
WARNING: Unknown statement in OBJ! Kd

E:\Bloodpass>pause
Press any key to continue . . .

Code:
Creating 1800x1200 window
Attaching state class mb.bme.state.editor.UserInterfaceState
Attaching state class mb.bme.navigation.BmeCamera
Initializing UI
2018-07-09 13:32:25 INFO  GuiGlobals:124 - Initializing GuiGlobals with:com.simsilica.lemur.GuiGlobals@588e0c0
2018-07-09 13:32:25 INFO  GuiGlobals:196 - Lemur build date:20171014
2018-07-09 13:32:25 INFO  BaseStyles:70 - loadStyleResource(Interface/style.groovy)
2018-07-09 13:32:25 INFO  BaseStyles:77 - Loading base resource:jar:file:/E:/Bloodpass/Bloodpass.jar!/Interface/style.groovy
2018-07-09 13:32:26 INFO  BaseStyles:80 - Loading extension resources for:Interface/style.groovy
2018-07-09 13:32:26 INFO  BaseStyles:88 - Loading extension resource:jar:file:/E:/Bloodpass/lib/assets.jar!/Interface/style.groovy
Attaching state class mb.bme.state.editor.misc.ViewNavigateState
Loaded 20791 vertices and 41387 faces
ib 124161 vb 372483 cb 496644 tcb 496644
ib 124161 vb 65787 cb 87716 tcb 43858
Detaching state class mb.bme.state.editor.misc.ViewNavigateState
Attaching state class mb.bme.state.editor.misc.ViewNavigateState
Attaching state class mb.bme.state.render.MountAndBladeRenderState
Attaching state class mb.bme.state.bool.ShowShadowsState
Attaching state class mb.bme.state.bool.ShowSettlementsState
Attaching state class mb.bme.state.bool.ShowWireframeState

I used OpenJDK 9.0.4
 
I was going to suggest going into config.ini and reducing the width/height a bit so the left doesn't get cut off, but the top bar isn't there either! First guess is that maybe the UI framework doesn't like Java 9? The other is that maybe it's a Windows issue with loading assets (but it found everything else fine..) Looking into what could be going on.

Maximizing and changing window size post-startup aren't really supported, but you should be able to experiment to size things better with config.ini.
Java version needed is a recent version of 8 - info on that is on the MB repo post. I've only tested on Linux Mint so far.

If you want to try Linux, run this on a command line:
java -jar Bloodpass.jar

(You'll need Java installed obviously.)

Did you have a debug.log?
 
It's not Java 9, OpenJDK 9.0.4 works here (at least w/Linux). But I do think it's your resolution. Try making config.ini width/height 1200/900 or something similar. I just reproduced that "missing UI" issue with a lower res Windows PC and making the window smaller fixed it. I'll do an update with a more conservative default window size I guess...

Edit:
Post updated and I managed to sneak in window resizing/maximization for "Beta 2".  :party:
I guess this forum isn't frequented much these days, but let me know about any success (or failure) stories.
 
This looks really interesting. So far I have worked with Sculptris/Blender for topology and texture painting and Swyter's cartographer for party positioning. But your program would give a much better you see what you get feeling, which would really help me. I will try it out. Thank you for all your effort! Warband Modding is not dead yet  :wink:
 
Bloodpass said:
It's not Java 9, OpenJDK 9.0.4 works here (at least w/Linux). But I do think it's your resolution. Try making config.ini width/height 1200/900 or something similar. I just reproduced that "missing UI" issue with a lower res Windows PC and making the window smaller fixed it. I'll do an update with a more conservative default window size I guess...

Edit:
Post updated and I managed to sneak in window resizing/maximization for "Beta 2".  :party:
I guess this forum isn't frequented much these days, but let me know about any success (or failure) stories.
Good. It works fine.  :grin: :grin: :grin:
I like it.

But I think, the following features are missing, but they are necessary for good map editor:
1) Setting the height of the territory by the height map
2) Setting the terrain type (water, plain, forest and etc...) of the territory by the terrain (colored) map
3) Good camera rotation (by mouse movement, turning)
 
1 - Height of territory - you can use the "level terrain" mode (set whatever altitude you want using the buttons) to "paint" the height you want. It's not a huge area and it works on vertices (triangle corners) near the mouse cursor, so it doesn't feel like a traditional editor, but it should get the job done for leveling small or mid sized areas. This is where that "volcano" in the screencaps came from. If you mean to do an adjustment of the height of the entire map uniformly, I thought about that and it wouldn't be hard, but it didn't seem so useful.

2 - Not sure what you mean by this - Paint Terrain mode does let you change terrain type. It'll work on all view modes, but I recommend using Non-Blended Terrain mode because it's easier to see what you're really doing. If you still want to paint terrain with normal textures, you can do that by clicking M&B Imitation at the top of the screen to toggle rendering modes. Those three circles up there are radio buttons. Just realized they don't give a good mouse-over cursor when you hover over them...
The automatic view mode switch is just default behavior I guessed would be useful (but maybe not).

3 - Camera rotation is a little tricky to do well, but I'll probably look into it eventually.

BTW - Anyone know if there's plans for a campaign map editor for M&B II? It looks like they've listed tools for pretty much everything but that, unless the scene editor covers it (I would think that is for battle mode scenes/maps).
 
Bloodpass said:
1 - Height of territory - you can use the "level terrain" mode (set whatever altitude you want using the buttons) to "paint" the height you want. It's not a huge area and it works on vertices (triangle corners) near the mouse cursor, so it doesn't feel like a traditional editor, but it should get the job done for leveling small or mid sized areas. This is where that "volcano" in the screencaps came from. If you mean to do an adjustment of the height of the entire map uniformly, I thought about that and it wouldn't be hard, but it didn't seem so useful.

2 - Not sure what you mean by this - Paint Terrain mode does let you change terrain type. It'll work on all view modes, but I recommend using Non-Blended Terrain mode because it's easier to see what you're really doing. If you still want to paint terrain with normal textures, you can do that by clicking M&B Imitation at the top of the screen to toggle rendering modes. Those three circles up there are radio buttons. Just realized they don't give a good mouse-over cursor when you hover over them...
The automatic view mode switch is just default behavior I guessed would be useful (but maybe not).
No, you do not understand me.
I have a black and white map of heights. Let it be called height.bmp. I want to use this texture to set the altitude immediately on the whole map. Similarly, I want to do for the type of territory.
 
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