OpenRA Mod Editor

Mod Editor for OpenRA Mod SDK

Information and discussion for custom maps and mods.
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DoDoCat
Posts: 28
Joined: Wed Oct 10, 2018 1:20 am
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OpenRA Mod Editor

Post by DoDoCat »

Github: https://github.com/cookgreen/OpenRAModEditor

Features:
  • Automatic Mod Downloader
  • Mod Management
  • Mod Yaml Editor
  • Chrome Metrics Editor
  • Mod Runtime
TODO:
  • Chrome UI Editor
  • Tileset Editor
Screenshot:

Image

License:
GPLv3

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KOYK_GR
Posts: 68
Joined: Fri Aug 26, 2011 12:46 pm

Re: OpenRA Mod Editor

Post by KOYK_GR »

Hey DoDoCat! It looks great but I have a question, is there a release version of it? I have no idea how to build it.

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DoDoCat
Posts: 28
Joined: Wed Oct 10, 2018 1:20 am
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Re: OpenRA Mod Editor

Post by DoDoCat »

KOYK_GR wrote:
Wed May 27, 2020 2:37 am
Hey DoDoCat! It looks great but I have a question, is there a release version of it? I have no idea how to build it.
Well, you need to use Visual Studio 2019 to build this project

as for the release, currently there is no release since it is still un-finished.

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PacmanGraphics
Posts: 6
Joined: Fri Nov 04, 2022 12:41 pm
Location: Enschede
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Re: OpenRA Mod Editor

Post by PacmanGraphics »

Hi folks,

https://github.com/HakkaTjakka/Project- ... Map-Editor

I've started also with a kind of map editor thing.

For now i have a c/c++ program that can read / write the map.bin file in the my_map.oramap (.zip) file, and produce map.yaml data.

I started with a file interior.yaml i found in the source or so, where the tilesetdata is defined. And i can read it.

I also found the tiles images in a file called interior.mix, i extracted them with XCC_Utilities.exe, a windows program.
(I'm working under Ubuntu Linux only...)
These tile images match the interior.yaml data perfectly.

Then the data from the map.bin file, there are 3 bytes for the map-tile in a first block, and 2 in the second block for things like sprout, emeralds etc.

The 3 bytes for each tile consists of a 16 bit (2 bytes) number pointing to the "Id: #" in the interior.yaml file.
The third byte is AN OFFSET TO A TILE INSIDE THE (multi-tile) IMAGE, for tiles that can have multiple variants of the tile (like floor or wall), or multiple tiles inside the image giving a construction of some of the tiles inside the image.
(This can be a little confusing).

So i did that, and connected the bytes in the map.bin (first 3) to the correct tile in the images.
But lot don't match ok.....

How it looks (interior map: https://github.com/HakkaTjakka/Project- ... R/spyvsspy )
https://github.com/HakkaTjakka/Project- ... uction.png

How it should look like:
https://github.com/HakkaTjakka/Project- ... uld_be.png

As you can see some tiles don't mach. Not from the image files from the interior.mix, or from the tilesets/interior.yaml, or from the map.bin file, or my program... Somehow they mixing things up or their are different versions or a trick, i don't know by now.....

Maybe we combine or share our efforts knowledge and stuff to get things going.....?
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