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-   -   Tomb Editor (https://www.tombraiderforums.com/showthread.php?t=216978)

MontyTRC 23-12-16 12:52

Tomb Editor
 
I wish to announce the building of a new level editor for Tomb Raider Classic Engine (and in the future for the new open source alternatives :) ).
The new editor is currently built using Windows 10/DirectX 10 and so it will be usable for many years. This is a project that I've started 3 years ago, in parallel to the consturction of a new engine. Both project were abandoned for absence of time, but now I've resumed the editor and in the last week I've implemented many features.
The first milestone has the objective to be compatible with standard TRLE engine with the addition of some features of TRNG (like weather in rooms and the additional objects). Then I will implement other new interesting features currently I'm thinking like direct import of geometry created with MetaSequoia inside the editor. Then, when other open source engine will reach a playable stage, I will eventually implement the compilation of levels in new formats if engine's creator will use new file formats.
Currently these features are working:[LIST][*]3D geometry manipulation like in classic TRLE[*]Mouse camera control[*]Texturing with support of 256x256 texture tiles, resizable tiles, triangle selection[*]Portals creation with toggle opacity 1 & 2[*]Moveables placing, moving, rotating[*]Static meshes placing, moving, rotating[*]WAD loading[*]Box, monkey, death, climb, etc[*]2D Map[*]2D grid of current room (with portal navigation and rendering of special sectors)[*]Horizon rendering if the WAD contains the horizon object[*]Transparent textures[*]Double sided textures[*]Invisible polygons[/LIST]In the next weeks I will publish the official website of the project and a first beta that everyone can try. I'm also planning to prepare a feedback system so you can signal bugs to an official list.

Next step in my mind currently are:[LIST][*]Triggers[*]Floordata, boxes, overlaps and zones generation[*]TR4 Level compiling.[/LIST]
It will not be an abandonware. If I will not have time to finish it, I will release the souce code so you can pick it and complete the editor.

Some images:

[IMG]http://tombeditor.it/tomb1.jpg[/IMG]

[IMG]http://tombeditor.it/tomb2.jpg[/IMG]

[IMG]http://tombeditor.it/tomb3.jpg[/IMG]

[IMG]http://tombeditor.it/tomb4.jpg[/IMG]

Boobandie 23-12-16 12:58

Looking fantastic so far. We need an editor to match opentomb. A couple of requests though.

Diagonal walls achieved via a tile split. A button that splits a tile into triangles, alterating between points. That are then individually selected for walls, boxes, monkey, death, and raising/lowering.

Unlimited wall divides.

Ability to 'pull' floors out of subdivided walls at clicks. So we could have 1 click thick ledges

Unlimited map size

Tombraiderplay 23-12-16 13:05

This is amazing .

MontyTRC 23-12-16 13:22

Hi Boobandie,
some things will be surely done (like diagonal walls), other I think they are not possible with current system (like unlimited wall subdivision). Other are already done (face split in two triangles even if is a planar surface).
However I will take in consideration the possibility of applying the box properties (collision, death, monkey, etc) even to single triangle.
The main objective now is to rewrite current editor for having a new executable that can be maintained and evolve through the time.
All suggestions are well accepted :)

Thank you Tombraiderplay :)

godmodder 23-12-16 13:26

Wow, MontyTRC, nice work :D

You should have told me earlier you were working on this. I would have loved to help!

MontyTRC 23-12-16 13:35

There will be a lot of work to do :)
Now I'm focusing on creating a compatible level editor that supports all the features of the standard engine. But in the future, I'm already planning a new file format for WADS that can accept old-WAD items inside but also imported items with their textures (so we can use all the standard tools available until now plus the possibility to import complex models built with other softwares). A new WAD manager will be required for this task. In the source code I'm maintaining some levels of abstraction so I have my internal WAD format, my internal level format, but they are decoupled from the effective physical file format. For example, the WAD: when I load a WAD, the old style objects are converted in DirectX 10 more appetible objects, so meshes have bones, vertex and index buffers, textures and UV coordinates. The level: I will generate for example floordata in intermediate language, but the effective implementation will be different: for TR4 I will convert to the classic integer values, OpenTomb I think doesn't require all the values (for example florrdata for collision because it uses Bullet) and a level compiler would discard non necessary floordata.
It was an abandoned project, I've just resumed it from my old hard drives and decided to continue it :)

godmodder 23-12-16 13:42

Can't wait to test it! We should check how our projects overlap, share code and perhaps discuss future plans. It seems pointless to be working on 2 separate editors, so we better work together ;)

You can check if I have anything useful [URL="https://sourceforge.net/projects/irisengine/"]here[/URL]. (the code, binary is old)

MontyTRC 23-12-16 14:04

I wrote yoi a PM ;)

Shakira Croft 23-12-16 18:09

This looks incredible! Very well done :tmb:

Can't wait to see more :)

Kikiloco 23-12-16 18:10

I remember you where doing a Wadmerger remplacer called Wad Mixer

[IMG]http://www.aspidetr.com/forum/download/file.php?id=16413&mode=view[/IMG]


What happen to that proyect?, do you still have the source code?


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