How can a simple level editor be made?
Hello forum people! I am new here, and so far I love all those NeHe tutorials!
This may be a long shot, but here it goes:
Does anyone have any information at all on where I could get the first hint about how to make an OpenGL level editor? Definitely not one in the professional category, but a simple level editor that could create cubes and triangles? Any help at all would be greatly appreciated. Thanks.
~Wizard1218
~Wizard1218
This is exactly what im looking for! Wanna work on this together? If you do contact me on MSN (dovidenko@hotmail.com) or on AIM (im not on aim a lot so MSN = better) (ASSASSIN4CASH)
There''s an article somewhere on the site on using MFC and OpenGL to create a modeler (which can be extended to a level editor). GameDev has really good articles, so check them out (link''s at the top of the page).
i cant find any articles in gamedev''s articles.
could you give a link the that article on the opengl modeler
could you give a link the that article on the opengl modeler
What kind of editor are you shooting for? Just saying "an OpenGL level editor" can be almost anything. It all depends on the primitives that are being used:
* Constructive Solid Geometry (Quake, etc)
* Low-polygon modeling (e.g. MilkShape 3D)
* Parametric surfaces
Plus a combination of any of those. An easiest thing to try would be a single OpenGL window that would provide user-configurable views of your editing environment. You could let the user selects types of rendering, display of grid, etc.
You probably have thought about all of this already...I just wanted more insight on what you were trying to accomplish.
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Mark Grocki
Lead Developer
2Real Entertainment
http://www.2realentertainment.com
* Constructive Solid Geometry (Quake, etc)
* Low-polygon modeling (e.g. MilkShape 3D)
* Parametric surfaces
Plus a combination of any of those. An easiest thing to try would be a single OpenGL window that would provide user-configurable views of your editing environment. You could let the user selects types of rendering, display of grid, etc.
You probably have thought about all of this already...I just wanted more insight on what you were trying to accomplish.

Mark Grocki
Lead Developer
2Real Entertainment
http://www.2realentertainment.com
Mark Grocki
Hi,
I''ve made a little program who converts a T3D file from UnrealEd 2.0 into a simple file to use.
See on my site or in the post called "Slug Production : T3D (V 0.5) from UnrealEd 2.0"
========================
Leyder Dylan
http://ibelgique.ifrance.com/Slug-Production/
I''ve made a little program who converts a T3D file from UnrealEd 2.0 into a simple file to use.
See on my site or in the post called "Slug Production : T3D (V 0.5) from UnrealEd 2.0"
========================
Leyder Dylan
http://ibelgique.ifrance.com/Slug-Production/
========================Leyder Dylan (dylan.leyder@slug-production.be.tf http://users.skynet.be/fa550206/Slug-Production/Index.htm/
Sorry for being so vague. I guess all I am looking for is information on how I would go about creating a "map builder" that I could save information on, then go over to my OpenGL and run it with the map so I do not have to compile the OpenGL code again. Sorry if this is still a little vague. Given Arsenal''s examples I guess I am searching for "Constructive Solid Geometry".
Perhaps I should look into Tutorial 10 on nehe.gamedev.com?
Thanks for taking the time to reply!
Perhaps I should look into Tutorial 10 on nehe.gamedev.com?
Thanks for taking the time to reply!
~Wizard1218
October 02, 2001 05:27 PM
I''m pretty new to this thing but at the moment I''m working on getting cuboid coordinates etc from Worldcraft .map files, each cube is defined as follows:
{
( X1 Y1 Z1 ) ( X2 Y1 Z1 ) ( X2 Y2 Z1 ) TOP TEXTURE [ cos -sin 0 X-SHIFT ] [ -sin -cos 0 Y-SHIFT ] angle SCALE X SCALE Y
( X1 Y2 Z2 ) ( X2 Y2 Z2 ) ( X2 Y1 Z2 ) BOT TEXTURE [ cos -sin 0 X-SHIFT ] [ -sin -cos 0 Y-SHIFT ] angle SCALE X SCALE Y
( X1 Y1 Z1 ) ( X1 Y2 Z1 ) ( X1 Y2 Z2 ) LEF TEXTURE [ 0 cos -sin X-SHIFT ] [ 0 -sin -cos Y-SHIFT ] angle SCALE X SCALE Y
( X2 Y1 Z2 ) ( X2 Y2 Z2 ) ( X2 Y2 Z1 ) RIG TEXTURE [ 0 cos -sin X-SHIFT ] [ 0 -sin -cos Y-SHIFT ] angle SCALE X SCALE Y
( X2 Y1 Z1 ) ( X1 Y1 Z1 ) ( X1 Y1 Z2 ) BAC TEXTURE [ cos 0 -sin X-SHIFT ] [ -sin 0 -cos Y-SHIFT ] angle SCALE X SCALE Y
( X2 Y2 Z2 ) ( X1 Y2 Z2 ) ( X1 Y2 Z1 ) FRO TEXTURE [ cos 0 -sin X-SHIFT ] [ -sin 0 -cos Y-SHIFT ] angle SCALE X SCALE Y
}
or more simply:
{
( X1 Y1 Z1 ) ( X2 Y1 Z1 ) ( X2 Y2 Z1 ) 18WHL_FLOOR [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( X1 Y2 Z2 ) ( X2 Y2 Z2 ) ( X2 Y1 Z2 ) 18WHL_FLOOR [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( X1 Y1 Z1 ) ( X1 Y2 Z1 ) ( X1 Y2 Z2 ) 18WHL_FLOOR [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( X2 Y1 Z2 ) ( X2 Y2 Z2 ) ( X2 Y2 Z1 ) 18WHL_FLOOR [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( X2 Y1 Z1 ) ( X1 Y1 Z1 ) ( X1 Y1 Z2 ) 18WHL_FLOOR [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( X2 Y2 Z2 ) ( X1 Y2 Z2 ) ( X1 Y2 Z1 ) 18WHL_FLOOR [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
}
this was a bit long-winded but I hope it helped
{
( X1 Y1 Z1 ) ( X2 Y1 Z1 ) ( X2 Y2 Z1 ) TOP TEXTURE [ cos -sin 0 X-SHIFT ] [ -sin -cos 0 Y-SHIFT ] angle SCALE X SCALE Y
( X1 Y2 Z2 ) ( X2 Y2 Z2 ) ( X2 Y1 Z2 ) BOT TEXTURE [ cos -sin 0 X-SHIFT ] [ -sin -cos 0 Y-SHIFT ] angle SCALE X SCALE Y
( X1 Y1 Z1 ) ( X1 Y2 Z1 ) ( X1 Y2 Z2 ) LEF TEXTURE [ 0 cos -sin X-SHIFT ] [ 0 -sin -cos Y-SHIFT ] angle SCALE X SCALE Y
( X2 Y1 Z2 ) ( X2 Y2 Z2 ) ( X2 Y2 Z1 ) RIG TEXTURE [ 0 cos -sin X-SHIFT ] [ 0 -sin -cos Y-SHIFT ] angle SCALE X SCALE Y
( X2 Y1 Z1 ) ( X1 Y1 Z1 ) ( X1 Y1 Z2 ) BAC TEXTURE [ cos 0 -sin X-SHIFT ] [ -sin 0 -cos Y-SHIFT ] angle SCALE X SCALE Y
( X2 Y2 Z2 ) ( X1 Y2 Z2 ) ( X1 Y2 Z1 ) FRO TEXTURE [ cos 0 -sin X-SHIFT ] [ -sin 0 -cos Y-SHIFT ] angle SCALE X SCALE Y
}
or more simply:
{
( X1 Y1 Z1 ) ( X2 Y1 Z1 ) ( X2 Y2 Z1 ) 18WHL_FLOOR [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( X1 Y2 Z2 ) ( X2 Y2 Z2 ) ( X2 Y1 Z2 ) 18WHL_FLOOR [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( X1 Y1 Z1 ) ( X1 Y2 Z1 ) ( X1 Y2 Z2 ) 18WHL_FLOOR [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( X2 Y1 Z2 ) ( X2 Y2 Z2 ) ( X2 Y2 Z1 ) 18WHL_FLOOR [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( X2 Y1 Z1 ) ( X1 Y1 Z1 ) ( X1 Y1 Z2 ) 18WHL_FLOOR [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( X2 Y2 Z2 ) ( X1 Y2 Z2 ) ( X1 Y2 Z1 ) 18WHL_FLOOR [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
}
this was a bit long-winded but I hope it helped
October 02, 2001 09:53 PM
Cubes are not stored in .map files, brushes are. You need to intersect all of the planes in the brush definition with eachother to actually get usable geometry.
This topic is closed to new replies.
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