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OpenRA Mod Editor

Posted: Tue Jan 07, 2020 4:27 am
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

Re: OpenRA Mod Editor

Posted: Wed May 27, 2020 2:37 am
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.

Re: OpenRA Mod Editor

Posted: Wed Jun 03, 2020 7:39 am
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.

Re: OpenRA Mod Editor

Posted: Sun Dec 11, 2022 1:16 pm
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.....?