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Tile map editor 3D with 3D terrains

Home Page: https://christt105.itch.io/elit3d

License: BSD 2-Clause "Simplified" License

HTML 2.15% CSS 0.02% C 38.75% C++ 58.68% CMake 0.16% Objective-C 0.09% GLSL 0.08% SWIG 0.01% Shell 0.01% JavaScript 0.03% Lua 0.03% Batchfile 0.01%
tile mapeditor 3d opengl sdl2 tilemap tiled-map-editor export terrain rpg-maps

elit3d's Introduction

Elit3D GitHub license

Overview

GitHub release (latest by date) GitHub Release Date GitHub commits since latest release (by date) Downloads Contributors

Discord Server Twitter Follow GitHub Star

Elit3D is a tile-based map editor in 3D. Composed of several layers of tiles and 3D objects, it allows you to export the maps in different formats.

Download

Download the latest release on itch.io christt105.itch.io/elit3d naming your own price (including 0€) or on releases section on GitHub.

Getting Started

Elit3D is only tested on Visual Studio 2019 on Windows but the plan is to be compatible with Linux and Mac (minimum Linux) in a future.

Build

  • Clone the repository git clone https://github.com/christt105/Elit3D
  • Execute the script premake5.lua with premake/premake5.exe
    • For Windows - Visual Studio 2019 just execute the scripts/generate_project.bat file

Main Goal

The goal of this project is to create a tool to create RPG maps like Pokémon 4th Gen. Will allow to import 3D models, brushes to build terrain, paint planes at differenent heights with tiles and create inclined sprites. e.g.

Lavender Town in Pokémon Heartgold and Soulsilver

To know more about the features, see the ROADMAP file. You can also check the ClickUp boards where I put the task I work on.

Author

This project is made by christt105. This project started as my final thesis.

Repository: https://github.com/christt105/Elit3D

Contributing

You can test the latest release and report bugs or propose features. Feel free to fork and create a pull request, I will be delighted to accept any pull request that improves the project. If you want to do a pull request, please make it to the develop branch.

Special Thanks

License

This project is licensed under BSD 2-Clause License license.

elit3d's People

Contributors

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elit3d's Issues

crashes at start

I run the exe of 6.2, 6.1 32 or 64bit version to test the app. The app shows the window. Then it loads something and i wait. Then it just crashes down without any error dialog or error log.

Tested on

  • laptop windows 10 x64 4GB ram
  • drivers are the latest version DX12

Not rendering map on some PCs

Describe the bug
The window where should be the map appears black. The OpenGL viewport. But ImGui still renders.

Expected behavior
overview

Screenshots
image

Desktop:

  • OS: Windows
  • Version 0.5.0
  • GPU: Some are AMD and Intel, maybe that is the problem

GLTF Exporter

Is your feature request related to a problem? Please describe.
The engine i'm using supports GLTF files natively and allows me to do one singular click to create collision across the entire file, plus they embed all the textures.

Describe the solution you'd like
I'd love to see the option to export the model in the GLTF format while embedding all textures.

Describe alternatives you've considered
For now I think i'd keep making maps in Trenchbroom.

Runtime GL bugs and compiler issues

  • When closing the program, OpenGLHelper.cpp calls GL functions after GL context has already been deleted. The class oglh needs to terminate earlier.

  • imGui calls glGetIntegerv(GL_CLIP_ORIGIN) which is not supported in OpenGL <= 3.3 and generates an error log each frame. Unfortunately GLEW just defines all GL versions and it is impossible to check OpenGL version at compile time.

  • m1Events::PreUpdate() Event::Type::DELETE_OBJ calls delete on an Object. This requires the destructor of the Object class to be public, otherwise the compiler will just ignore the line. On a 64bit system the code will crash because the Object pointer is retrieved from an integer variable. iTypeVar and its entire interface needs to be changed from int to intptr_t instead.

  • In many locations size_t is treated as an unsigned int. This leads to lots of warnings when compiling for x64. It also changes some bitshifting operations to 64 bits which may not be intended. See lodepng.cpp/ilog2i() for an example.

  • Compiled with Visual Studio Community 2022 v17.9.6

I decided to fork your project and started fixing the issues. Also updated some 3rd party components.
https://github.com/KoboldSoftware/Elit3D

Linux builds

Describe the solution you'd like

Add AppImage builds for Linux.

Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.

Additional context
Add any other context or screenshots about the feature request here.

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