Well-Actually War Trall Ishad Nha Posted February 9, 2009 Share Posted February 9, 2009 Edit, 18 June 2009 There are two versions that are more recent, first is the one amended by Niemand and I: http://www.freewebs.com/ishadnha/BoA3DEditor.zip Then there is my own private experimental version: http://www.freewebs.com/ishadnha/VariantBoA3DEditor.zip For what the latter actually does, see the New Windows 3D Editor topic. Edit: For some bizarre reason I have been actually able to compile the Windows 3D Editor source code. This was done with the Bloodshed Dev-C++ compiler found at: http://www.bloodshed.net/ and the source code from the BoA: http://sourceforge.net/project/showfiles.php?group_id=129871 How the Editor was Compiled Using the dev file supplied with the source code. Making the alteration found at http://www.allegro.cc/forums/thread/598060 "All you have to do, is go to Tools->Compiler Options->Directories->Libraries -- And delete all entries (don't bother adding anything back, it won't make a difference)." Edit: You might need to include this at the top of Bl A Fileio.cpp #include <ctype.h> Initial success: Clear All Items now works, line 124 of Blscened.rc was invoking a funny case 13 in the Town menu not the desired case 14. (Case 13 is found in Bl A Editor.cpp, line 928.) Needs a whole lot more (Shift + letter) hot keys. If you have the Caps Lock on, you can select functions with the keyboard while using the mouse with your right hand. Customized hot – keys can be created, see EdFcns.cpp line 1985, not too sure what the hintbook mode is... Current hot key assignments: Place Bounding Walls Shift + A Paint Rectangle Shift + R Select/Edit Object Shift + S Swap Walls 1-2 Shift + W Change Drawing Mode Spacebar Delete An Object Delete Insert Floor/Terrain Numeric Keypad 5 The Editor Itself: Improvements All these problems are found in both versions of the Windows Editor: While scen_desc has provision for 256 characters, the Enter scenario display in the actual game can only handle around 240 at most. Could support the functions fl_ed_icon_adjust and te_ed_icon_adjust. I suspect they are meant to show the icon adjustment in the 2-D display. Creature default script is not implemented in the editor. (It is not automatically assigned to creatures having that script.) When you try to place special encounter nodes, it suggests states like 0,1,2 which are already defined elsewhere. Floor terrains will be “signs” if they have the same number as a terrain type that is a sign. If, for example, terrain type 194 is a sign then floor type 194 will be a sign too. As the supply of custom graphics increases, so will the number of scenarios with 200+ floor types. Changing which terrain types are signs will cause a corresponding change in the floor types. Terrain shortcut keys can only be given to individual types of terrain, not to whole sequences as is the case for floors. There is a funny “OK” in the Set Variable Town Entry page. It occurs on the fourth line. This is a problem in the 3D Editor only. Have terrain scripts occur in a pop-up screen that shows all ten cells at once. More space at bottom of editor. As improvements are made they will be incorporated into the Editor found here: http://www.freewebs.com/ishadnha/BoA3DEditor.zip (To make this link actually work you will need to make the address bar active, then hit Enter.) Quote Link to comment Share on other sites More sharing options...
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