Blockman2D - AoS Classic Map Generators and Tools

External additional handy features.
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FaultCheck
Coder
Coder
Posts: 171
Joined: Sun Nov 11, 2012 7:02 pm


Blockman2D Latest v0.2.5.0 Beta
Map Generator Tools
Map, Software, Tools

YouTUBE
http://www.youtube.com/user/jpagedesigns?feature=mhee

Site
http://blockman2d.herokuapp.com


http://blockman2d.herokuapp.com/images/screenshot01.jpg
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http://blockman2d.herokuapp.com/images/screenshot02.jpg
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http://blockman2d.herokuapp.com/images/screenshot03.jpg
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http://blockman2d.herokuapp.com/images/screenshot04.jpg
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http://blockman2d.herokuapp.com/images/screenshot05.jpg
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http://blockman2d.herokuapp.com/images/screenshot06.jpg
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http://blockman2d.herokuapp.com/images/screenshot07.jpg
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October 21st, 2012 11:30 PM CST - UPDATE

http://blockman2d.herokuapp.com/
Version: BETA 0.2.5.0 Major Update!
- *NEW* Procedural Generator Systems
- Including Biome Editor, Import and Export XML Format Biome Data. Share With Friends, or Manually Configure.
- Includes VSCRIPT custom scripting language, allowing custom scripts and filters to be ran to Generate Maps!
- 30 Included Scripts
- 8 Included Biomes
- New VXL Meta Data Editor, Allowing Spawn Locations, Map Information and Name, and Additional Scripts like Water Damage.


I just wanted to update everybody, I've been working hard on a procedural generator for blockman, it will not only give tons of options for generating your landscape, but I am also working on a dynamic scripting language to allow all kinds of different filters and effects for building landscapes, blending colors, building objects, and building tunnels. With the ability to set filter precedense and stack them how you like to run, the options and effects will be endless!!!

Here's a preview of what I've been working on!

Code: Select all
<?xml version="1.0" encoding="UTF-8" ?>
<SCRIPTS>
	<SCRIPT type="mapfilter" name="Blinds" description="An Advanced Pattern Based Map Building Filter" author="Unknown" version="1.0" released="8-27-2012" url="http://blockman2d.herokuapp.com">
		<SUB name="primary">
			<LOOP type="2d">
				<IF expression="0" equals="0">
					<RUNSUB>alt</RUNSUB>
				</IF>
			</LOOP>
		</SUB>
		<SUB name="alt">
			<MAIN>
				<RUN>
					SETVAR("HEIGHT",(round(sin(sqrt(x*x+y*y)*10))*63));
					SETVAR("C.R",((round(4*x-y*2) % 2) - x)*255);
					SETVAR("C.G",((abs(x+2*y) % 0.75)*10+y/5)*255);
					SETVAR("C.B",(round(sin(sqrt(x*x+y*y))*3/5)+x/3)*255);
					SETCOLOR(GETVAR("C.R"),GETVAR("C.G"),GETVAR("C.B"));
					CREATESPAN(0,GETVAR("HEIGHT"));
				</RUN>
			</MAIN>
		</SUB>
	</SCRIPT>
	<SCRIPT type="mapfilter" name="Island Generator" description="Generate Random Island Masses" author="FaultCheck" version="1.0" released="8-27-2012" url="http://blockman2d.herokuapp.com">
		<SUB name="primary">
			<LOOP type="1d" var="x" x="0" max="7">
				<LOOP type="1d" var="y" y="0" max="7">
					<IF expression="RAND(1,5)" equals="2">
						<RUN>
							drawRectangle(0,(X*64),(Y*64),(X*64)+RAND(32,64),(Y*64)+RAND(32,64),10,true,8);
						</RUN>
					</IF>
					<IF expression="RAND(1,4)" equals="2">
						<RUN>
							drawRectangle(0,(X*64)-48,(Y*64)-48,(X*64)+16,(Y*64)+16,10,true,8);
						</RUN>
					</IF>
					<IF expression="RAND(1,5)" equals="2">
						<RUN>
							drawRectangle(0,(X*64),(Y*64),(X*64)+64,(Y*64)+64,10,true,8);
						</RUN>
					</IF>																							
				</LOOP>
			</LOOP>
			<LOOP type="1d" var="x" x="0" max="7">
				<LOOP type="1d" var="y" y="0" max="7">
					<IF expression="RAND(1,5)" equals="2">
						<RUN>
							drawCircle(0,(X*64),(Y*64),RAND(32,64),10,true,8);
						</RUN>
					</IF>
					<IF expression="RAND(1,4)" equals="2">
						<RUN>
							drawCircle(0,(X*64),(Y*64),RAND(32,64),10,true,8);
						</RUN>
					</IF>
					<IF expression="RAND(1,5)" equals="2">
						<RUN>
							drawCircle(0,(X*64),(Y*64),RAND(32,64),10,true,8);
						</RUN>
					</IF>																							
				</LOOP>
			</LOOP>						
		</SUB>
	</SCRIPT>
</SCRIPTS>
This is a basic XML structured scripting language, any experience with HTML, XML and this should read pretty naturally. The container will allow multiple sets of scripts to be contained in a single file.

The actual expression based code is using FLEE - Fast Lightweight Expression Evaluator, which is simply a tokenizer that turns text into a structured expression. Using the FLEE engine, and a script construct and compiling method of my design, I have been able to successfully get the first tests ran through the system, with fast processing time.

Image

This is the begining of land mass algorithim I built, you can see the script above to see how simple it is, and this is what it produces.

Image

This is an example of some more complex math that you can use with the script language. Check out the first script on the code above. The preview window is showing only a height map, using a red color scale, on the base blue water, so all previews come out shades of red so you can test and see how the filter works. Ultimatly, the land mass colors would be filled in with the biome settings, and color blending filters would be ran to blend it all together.

Image

A Biome Manager to manage, edit, or remove biomes. You can also export and import biome scripts in a similar XML format. This will allow hand editing of biome data if you prefer.

Image

This is the biome editor window, showing you the different options for each biome. The biome will randomly select different zones on the map, and affect them based on the biome settings.

I would love to hear feedback, let me know what you guys think, I hope it will be helpful, I know not everyone will be scripting their own filters, but the initial release with these options will have some existing filters to use, and of course the ability to expand.


------------------------------------------------------------------------------------
August 9th, 2012 9:00 PM CST - UPDATE

http://blockman2d.herokuapp.com/
Beta 0.2.1.0 Minor Update Released!
- Fixed Map Generator VXL Writer, Now outputting and writing proper VXL Format!
- Added VXL Cleaner Command Line Tool Advanced Will batch read and write and TRY to clean vxl format files from
other software exports to match the Ace of Spades VXL Standard.
Run vxlcleaner.exe From the Blockman2D Install Directory "default: C:\Program Files(x86)\Blockman2D\" to view
help, and remember to backup your vxl files before you clean, and verify they have converted properly before
removing your backups.

------------------------------------------------------------------------------------
August 4th, 2012 1:00 PM CST - UPDATE

http://blockman2d.herokuapp.com/
Beta 0.2.0.5 Minor Update Released!
- Map Generator Now Colorizing The Maps Successfully
- Fixed issues Doodad Editor, Rotate and Vert Code.

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July 29th, 2012 10:00 AM CST - UPDATE

http://blockman2d.herokuapp.com/
Beta 0.2.0.0 Major Update Released!
- Window Resizing Added
- Window Multi-Task Added
- Water Shade Overlay Added
- Doodads max size increased to 20x20
- New BlockExchange System, allowing sharing of Doodads, Height Maps, and Map Templates.
- Undo Cache has increased to 10 for all three tools.
- Made fixes to Map and Photo Generator with Map Colorization, fixed a few issues, maps now painting accuratly.
- File compression added to the BDD, BHM, and BMT File formats.
- Thumb generated and now saved with file for BlockExchange.

------------------------------------------------------------------------------------
July 16th, 2012 5:00 PM CST - UPDATE

http://blockman2d.herokuapp.com/
Beta 0.1.4.5 Mini-Update Released!
- Added Update Check, can be disabled in settings.

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July 16th, 2012 12:00 PM CST - UPDATE

http://blockman2d.herokuapp.com/
Beta 0.1.4.0 Released!
- Doodad Editor Disk Caching Adding for Blocks, Furthur Optimized for Speed.
- Block Graphic in Doodad Editor Updates for cleaner lines.
- Undo Feature added to Height Map Editor, Map Painter, and Doodad Editor.
- Marquee Tool for Copy and Pasting Added To Height Map Editor and Map Painter. Use right click and drag to reposition.
- Shape Marquee Tool Added To Height Map Editor and Map Painter.
- EyeDropper Tool Added to Height Map Editor and Map Painter.
- Free Paint/Locked Line Painting Added to both Height Map, and Map Painter. Left click to free draw, right click to lock draw.

------------------------------------------------------------------------------------

July 2nd, 2012 2:00 PM CST - UPDATE
http://blockman2d.herokuapp.com/
Site Updated!

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July 2nd, 2012 2:00 AM CST - UPDATE

http://blockman2d.herokuapp.com/
Beta 0.1.3.0 Released!
- Fixed Doodad Vertical Height Code for 2D Interface
- Created YouTube Tutorial Viewer.
- Created tool tip dialogs across system. Can be disabled in settings.
- 2D Interface now collapsable.
- Added Square Brushes to Height Map Editor and Map Painter.
- Fixed Alpha bug with Generated Maps
- Changed Random Brush
- Updated Map Painter Options GUI
- Bug Fixes and General Improvements.

------------------------------------------------------------------------------------
UPDATE - PLEASE READ

I just wanted to make it clear my intentions of this software, I fully intend to keep it freeware/shareware, shareable by the community and everyone alike at no cost. BETA Stage or Full Stage alike. After just a short time playing the game I really felt there was a need for a simpler, more user friendly map designer, and that's how the software was born. First Released on June 21st 2012, with development starting the end of May 2012, so the software is still young, and I appreciate your feedback and suggestions and patients as I work out the kinks in my spare time!

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June 24th, 2012 7:00 PM CST - UPDATE

http://blockman2d.herokuapp.com/
Beta 0.1.2.0 Released!
- Added VXL Convertor - Convert Existing VXL Maps to an Editable Format!
- Doodad Editor Height Fix in Place, Should be working a lot better!
- A Bunch of Small fixes, and bug fixes.

------------------------------------------------------------------------------------

SOME AWESOME NEWS - GET EXCITED
June 24th, 2012 - NOON - CST
------------------------------------------------------------------------------------

I was able to get a VXL Map Convertor up and running, it creates a height map which can be edited in the Height Map Editor, and a JPEG Landscape Image that can be imported into Map Painter.

Only one down side... :[ since the Height Map and Map Painter work on a single layer system ( it doesn't allow for overhangs and bridges quite yet ) the converted maps are pulled into a single layer, now this may remove the overhand altogether, or make it solid to it's height like a tower instead of a platform... The next step is to create a full editor allowing opening of the vxl directly, without needing for conversion, this will be the final major peice bringing everything in full circle.

Also made a bunch of little fixes, Doodad Editor should be working much better with the 3D Isometric Interface.

Finishing things up, hopefully will have latest version up by end of day.

Want to throw out a thanks to BuffetOfLies with resource help and really pushing the need for loading existing VXL files. Also Thanks to everybody who helped me to debug the reader! This community is awesome!

------------------------------------------------------------------------------------
June 21st, 2012 8:00 PM CST - UPDATE

Beta 0.1.1.0 Released!
- Major Optimization to the Isometric Doodad Rendering Engine
- Added 2D Interface to Doodad Editor, Allowing user to use the 3D or 2D interface.
- Transparent Height Blocks renamed to Risers.

Please let me know how everything is running with the doodad editor with the updates, thanks everybody!

------------------------------------------------------------------------------------

A shout out to the mapping community! I've released a toolkit for Ace of Spades and Pyspades Map Generation, feature rich and with the help of the community I hope to make it even better. If your an active mapper, then you really should stop by and give it a try!

A Doodad creator, a height map painter, a map painter, and many more options! Check out the site for more details, and please send suggestions and feedback!

Blockman2D - Ace of Spades 2D Map Generator Tools
http://blockman2d.herokuapp.com/
Attachments
blockman_setup_0_2_5_0_beta.zip
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Lostmotel
League Participant
League Participant
Posts: 298
Joined: Sun Nov 18, 2012 1:09 pm


This biome generator doesn't work for me.
It just puts out the first layer which is only water.
I tried to add and delete different biomes and biome scripts but it didnt work.
Is there a way to fix that?
IvanC
Deuce
Posts: 2
Joined: Fri Dec 14, 2012 3:03 pm


Fault, you made your creation to work under XP?
UPD: Working!
FaultCheck
Coder
Coder
Posts: 171
Joined: Sun Nov 11, 2012 7:02 pm


Lostmotel wrote:
This biome generator doesn't work for me.
It just puts out the first layer which is only water.
I tried to add and delete different biomes and biome scripts but it didnt work.
Is there a way to fix that?
I may have to make some modification to the system and add some instructions, or maybe I just make my lazy ass produce a help video lol, this is about the 10th, "How the hell does this work" post! haha

Okay, so the proc. gen works based on two processing layers, 1st being the biomes, and 2nd being the scripts. Biomes define land types, where as the scripts define land formation and modification.

What's happening is, you're not selecting scripts to generate with, so I will walk you through it

--> Open Blockman2D

--> Select Procedural Generator

--> First run, leave biome settings set to their defaults

--> Select 'Script Manager' ("Scroll Icon")

--> Script manager will open, allowing you to select items from the list.

--> Select different scripts to add to the generator, you can double click items to add them to the list to the right, you can drag and drop items in the right hand list to determine processing order. double clicking the right hand items will remove them. Top to bottom, is start to finish. You can add round or square island generators of different size, the dropdown above the list will give you additional options, like holes/gourges being added in, or tunnels ("Check negative map filters").

--> Once you have selected and arranged the land building scripts, then press the save button on the script manager, and you are now ready to generate. Hit the generate button, sit back and watch your selections and settings come to life.

--> Once you have mastered the basics above, then you can start tweaking and fine tuning your biome settings.
thepolm3
Scripter
Scripter
Posts: 424
Joined: Sat Feb 16, 2013 10:49 pm


Good, very good, but I am not satisfied with the doodad's way of making rooves and overhangs. Can youmake this more 3d and easier to use, perhaps by opening an ace of spades game?
FaultCheck
Coder
Coder
Posts: 171
Joined: Sun Nov 11, 2012 7:02 pm


Just an update, for anyone, if anyone, wants to know, lol.

Working on rewriting the core component of blockman, making multiple fixes to quite a few major foundational issues that became common annoyances for anyone braving the beta! :D

Here are a few fixes, and new additions that will be coming up -

a. Components were housing their own internal VXL structures, and was badly storing color information, causing a major memory roadblock, crashing the system. The entire VXL system is now been converted to a shared managed class structure, and now uses hashing for it's color storage operation. This is not only speeded up VXL load time by about half, but appears to be using a fraction of memory.

b. Settings were all being stored in a local file housed in the install folder, this was causing permission issues with windows UAC, settings have now been moved into a managed registry class so Blockman will no longer directly write to it's install folder.

c. *NEW* For V0.2 series of blockman, I reworked the components into seperate structures of their own into individual DLLs, this was a first step, with the core being rewritten, I'm now taking the opportunity to expand this, and my own understanding, and converting it all over into a managed plugin system.

What does this mean?

A couple things, first off it means I will have an easier time developing add-ons, instead of having to constantly implement new structures into the core, it will be as simple as creating a DLL, and dropping it in the plugin folder. This will allow faster development.

Secondly, I will also be releasing plugin code, examples, and templates. With many of the existing tools being opened up as open source. Although Blockman is written in VB.NET, C# compiled DLLs should also work, which would allow any .NET developer to create their own plugins and release them for blockman. More to come on this point after verifying and testing points lol.

d. The application is now becoming an MDI based system, Multiple Document Interface, the first time around I emulated this functionallity, this core will be using the base MDI model, so you can take advantage of side by side windows, I believe it will also helps with memory management as well. See preview below.

Image
Image
Image
TB_
Post Demon
Post Demon
Posts: 998
Joined: Tue Nov 20, 2012 6:59 pm


Hopefully this will mean that I can actually run the program without geting a bunch of error programs that aren't solvable by reinstalling .net.
FaultCheck
Coder
Coder
Posts: 171
Joined: Sun Nov 11, 2012 7:02 pm


TBS wrote:
Hopefully this will mean that I can actually run the program without geting a bunch of error programs that aren't solvable by reinstalling .net.
lol, hopefully huh? XD
Rashguy
Deuce
Posts: 5
Joined: Sat Jun 15, 2013 5:25 am


I could not open it no matter how hard i try. I press it, it opens, but the window does not show up. I am currently using windows xp 32 bit. I don't think the graphics matters though.I reinstalled the .net and blockman 2d already, still no luck. I need some help.
Blender Man
Deuced Up
Posts: 28
Joined: Tue Jun 18, 2013 7:55 pm


This is awesome!

Does the new update let you have more than 4 windows open at the same time?

I can hardly wait :)
FaultCheck
Coder
Coder
Posts: 171
Joined: Sun Nov 11, 2012 7:02 pm


Blender Man wrote:
This is awesome!

Does the new update let you have more than 4 windows open at the same time?

I can hardly wait :)
Yeah the latest build I'm working on is a re-write, and I'm trying to organize it in a way where it's not only going to be easy to expand the tool set, but memory issues should be reduced considerably, and allow for more multitasking, and less out of memory issues, or at least that is the goal lol :D

I'm working on the BNS League system right now, need to finish it up before I can get back to bm, but I'm hoping to finally get the BNS League system out soon!
Heracles4
Veterans
Veterans
Posts: 155
Joined: Sat Nov 03, 2012 4:42 am


Would it be possible to add in a way to view iso renders of your maps like what yourself's tool does?
FaultCheck
Coder
Coder
Posts: 171
Joined: Sun Nov 11, 2012 7:02 pm


yeah totally possible
Kuma
Scripter
Scripter
Posts: 758
Joined: Fri Mar 22, 2013 10:05 am


Is this or can be cross-platform?
And this doesn't seem to work on windows XP, Works on 7 though.
I would also like a feature, which allows you to duplicate x and y. SImply meaning if I draw something in the right side, it also does the same for the left side. And in the color painter paint solid blocks only would be great.
Heracles4
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Posts: 155
Joined: Sat Nov 03, 2012 4:42 am


thepolm3 wrote:
Good, very good, but I am not satisfied with the doodad's way of making rooves and overhangs. Can youmake this more 3d and easier to use, perhaps by opening an ace of spades game?

Hey Fault. Long time no see. Now, I think this is a wonderful idea^

It would be so much easier to work on the map if you had an option to open up the map in blockman2D and be in a flying mode and you can place blocks. It saves the changes when you exit and go back to Blockman2D. I realize it would probably be extremely hard to do this, but I can guarantee you, people would greatly appreciate it, and some who are skilled in coding would probably offer to help.
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