I made this strictly with the Platform SDK, and DirectX SDK, and applied the same logic I had learned when developing my C# map editor(this ones a bit more advanced and flexible). It's not too far done, but I got quite a bit of work done on it today, this is just the map editor, and it's 25% done(excluding other textures.) Just explore it a bit. You'll find that with a bit of memory editing(as the .spdf sub directory is hardcoded) you'll be able to add your own sprites to the map editer. Anyway, at the bottom is says V1.0B, it's actually V0.25 :S. Sooner or later I'll be adding a textbox gui component so the user can specify and load a .spdf(Sprite definition file) of their choice. It's not much, but the challenge is to get other objects to render in the Entity list WITHOUT modifying terrain1.spdf. Btw, there are a bit of possibilities of buffer-overflows, actually, there's a fucking lot, I got into the habit of using strcpy over strncpy and I'm too lazy to change them all. Also, if you remove any of those files, chances are you'll either crash with some invalid pointer error, or you'll get an error message I made, which aren't very descriptive. It was meant to be run in the debugger and thus I haven't catched many of the errors yet.
To pickup entity, left click on it in the list.
To drop entity on map, hold control and left click.
To Exit press ESC.
That's about it :|
Last edited by radnomguywfq3; 03-07-2009 at 08:58 PM.
There are two types of tragedies in life. One is not getting what you want, the other is getting it.
If you wake up at a different time in a different place, could you wake up as a different person?