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Map Editor

For this game project I want to use a bit a different way of creating maps. Usually maps are done using a heightmap technic or a brush technic. Brushing is very powerfull but also eates up a lot of hd space and memory. Heightmaps on the other side have troubles dealing with overhanging map parts. Aiming for large outdoor scenes but still beeing able to do indoor scenes as well without killing the pc and the harddisc with lots of data I tried to find a way to simplify the description of maps. Most map formats are rather restricted in what kind of scenarios you can create with them. To unleash the full power possible I decided to use a mixed approach for my map format. For constructing the terrain there exist the Terrain Patches. They are mostly polygonal meshes you can create in your favourite 3D application. The terrain patches are then imported into the map editor using an XML format. Texturing is done using projective mapping or UV mapping for difficult cases. This way terrains, buildings and even complex static objects can modelled in no time using an external 3D application and then plugged together. The map editor is used mainly for glueing all the pieces of a map together and to provide an easy way to place action entities. Have a look at the screenshot sections for some shots of the editor.

Blender3D Python Scripts

Blender3D is a really good and especially free-software application that is well suited to deliver the models and animations needed for the project. To work with Blender3D there will be some Python Scripts available in the Drag[en]gine Source Code package.

Drag[en]gine Exporter

The Drag[en]gine Exporter is a python script composed of multiple export modules. All formats are XML formats which allow you to post process them before importing into the map editor or writing your own exporters. The following file formats can be exported.