Thread: RS2 Map Editor

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  1. #1 RS2 Map Editor 
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    So since I've spent almost a year now making custom maps for Kratos (using a basic editor that I made a long time ago), I've decided to start a project to build an editor with capabilities similar to the real runescape one. I'll keep posting & updating the main post with my progress as I go. With very little tuning, this editor could be used for any RS2 revision.

    Major things left to do:

    • A "paintbrush" type style to editing the tiles.
    • Object definitions
    • Tile flags (no-walk or removing roofs for example)
    • Support for the "weird" objects (such as piers and bridges) - will explain later on when I get to it... clients handle these in a weird way (drops down a level)
    • And much more that I can't think of yet!


    Current media & updates:

    October 9th: Start of project - Configuring client to barebones.
    October 10th: Rendering tile shapes and texture colors.
    October 11th: Created texture & shape swatches.
    October 12th: QOL Updates - found how RS stores overlay colors, added toggles for rendering components, right-mouse-click to copy tile to clipboard.
    October 13th: Going to take a break for a week or two - have to do some development for Kratos.
    January 19th: Took client out of the UI - runs in a separate window, re-organized current UI, added height adjustment.
    January 20th: Added object editing/adding.
    January 21st: Added selection tool - select large areas to edit at once. Added dungeon building tool - automatically builds dungeon walls based on map tiles.

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    Dungeon Builder (version 1):

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  2. #2  
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    If this is how it ends up when finished, I would honestly pay for a copy. Good luck with this mate.
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  3. #3  
    Extreme Donator RS2 Map Editor Market Banned



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    Looks good, will be even better once complete and as said above, i'd even buy a copy if you think of selling in future once it's all done

    goodluck lad

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    Discord: Roy#2382

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  4. #4  
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    looks neat although did u just use client as base?
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  5. #5  
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    Quote Originally Posted by hacker View Post
    looks neat although did u just use client as base?
    that's the smartest way to go about doing this. that's what old harry did for his codrs project
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  7. #6  
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    Quote Originally Posted by Songoty View Post
    that's the smartest way to go about doing this. that's what old harry did for his codrs project
    true, however sorta messy with useless junk that isnt required by map editor as well as using a client probably means a lot of stuff isnt renamed but it is the fastest way
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  8. #7  
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    Good luck with the development of this
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  9. #8  
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    Best of luck man.
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  10. #9  
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    Good luck on this.
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  11. #10  
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    Quote Originally Posted by hacker View Post
    looks neat although did u just use client as base?
    I'm just using the client for rendering any live changes. I mean that's what the RS editor is anyway; just a stripped down version of the client.

    So yeah; would be silly to make a custom renderer just for this. You can pretty much easily strip down any existing client anyway (even if it's not refactored). You can literally remove a few lines of code and all you'll have rendering is the mapscape (without objects), but for this project I'm also going to have an editor for object placement alongside the maps (so I'll just leave the client as it is for the most part).
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