Thread: jMapEditor

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  1. #1 jMapEditor 
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    jMapEditor, jme for short, is a map editor for Runescape made using jMonkeyEngine 3 (hence the crappy name). I will be writing this, instead of using RSMapTool as a base (found out afterwards that he also used jMonkeyEngine). The whole purpose of this project is to create a fully functional map editor with many features and release to the community. The tool will be available on GitHub upon completion or when I'm positive that I will actually finish this. As of now it's being hosted on a private repository. Some features which I hope to add is support for 317 - current rs revision, tile and object editing, creating new floor types, creating new objects, similar visuals to runescape (both hd and non hd) in order to make map editing more accurate, such as tile blending for people editing maps for higher revisions. As of now I have finished with model rendering (not as in objects but just wrote the decoding and rendering method and can add models to the scene) and also tile rendering (colors are probably incorrect as I am trying to emulate runescapes lighting and shading and also messed up shaped tiles ).


    Spoiler for shite media:



    667 varrock?


    530 varrock?


    shaped tiles



    Spoiler for updates:


    4/15/16 - fixed shaped tiles - http://i.imgur.com/2xFB3W9.png
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  3. #2  
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    Good luck, can't wait
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    fixed shaped tiles, posted image on updates spoiler and media
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    Retired. Stop PMing me.


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    good luck bro pls make it simple to use!
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    i'd love to peek at the source after you get further along. looks really cool.
    .
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    Is there anyway to get a heightmap of geilinor, or any usable height data?
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    ¯\_(ツ)_/¯


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    Good luck Chris! Sounds interesting, and I'm sure many people will use it if you release.
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    nice, are you going to be able to drag things around?
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  18. #10  
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    Quote Originally Posted by Deadp00l View Post
    good luck bro pls make it simple to use!
    Yeah I just started a few days ago but I plan on making it very easy to use, but also have a lot of features.

    Quote Originally Posted by Supah Fly View Post
    i'd love to peek at the source after you get further along. looks really cool.
    Thanks man and I'll let you know when I create a public repo for it.

    Quote Originally Posted by EthanBeMe View Post
    Is there anyway to get a heightmap of geilinor, or any usable height data?
    Yeah theres lots of useful data you can use.

    for 317 (got this from majors client)

    Code:
    	private final void decodeMapData(ByteBuffer buffer, int x, int y, int z, int regionX, int regionY, int orientation) {
    		if (x >= 0 && x < 104 && y >= 0 && y < 104) {
    			tileFlags[z][x][y] = 0;
    			do {
    				int type = buffer.getUnsignedByte();
    
    				if (type == 0) {
    					if (z == 0) {
    						tileHeights[0][x][y] = -calculateHeight(0xe3b7b + x + regionX, 0x87cce + y + regionY) * 8;
    					} else {
    						tileHeights[z][x][y] = tileHeights[z - 1][x][y] - 240;
    					}
    
    					return;
    				} else if (type == 1) {
    					int height = buffer.getUnsignedByte();
    					if (height == 1) {
    						height = 0;
    					}
    
    					if (z == 0) {
    						tileHeights[0][x][y] = -height * 8;
    					} else {
    						tileHeights[z][x][y] = tileHeights[z - 1][x][y] - height * 8;
    					}
    
    					return;
    				} else if (type <= 49) {
    					overlays[z][x][y] = buffer.getByte();
    					overlayTypes[z][x][y] = (byte) ((type - 2) / 4);
    					overlayOrientations[z][x][y] = (byte) (type - 2 + orientation & 3);
    				} else if (type <= 81) {
    					tileFlags[z][x][y] = (byte) (type - 49);
    				} else {
    					underlays[z][x][y] = (byte) (type - 81);
    				}
    			} while (true);
    		}
    
    		do {
    			int in = buffer.getUnsignedByte();
    			if (in == 0) {
    				break;
    			} else if (in == 1) {
    				buffer.getUnsignedByte();
    				return;
    			} else if (in <= 49) {
    				buffer.getUnsignedByte();
    			}
    		} while (true);
    	}
    as you can see it has several data such as overlay id, underlay id, tile rotation, tile shapes and of course height data and you should be able to use that data in the game engine your using like i did for jme3.

    Quote Originally Posted by mrexiled View Post
    nice, are you going to be able to drag things around?
    yeah thats the plan. you're going to be able to modify existing tiles and objects and also be able to place new ones. i also plan to have some config editors for overlay, underlay and objects so you can create new floor definitions and objects
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