(04-23-2024, 10:04 PM)johnno56 Wrote: @Marcus,
If memory serves correctly, at one time, you stated that Wolf3D did not have an editor... I have noticed that the command structure for Wolf3D is quite similar to that of N6's Raycaster. Is it at all possible that the RC editor may be modified for Wolf3D use? But, then again, what about using the Tilemap Editor? Even if it is to just create the a "map[]" file to be read by Wolf3D... Just a thought or two... (Ok... You can stop chuckling now... *sighh*)
I made a very crude "platformer" 'map' editor, using a language that shall not be named, but it is quite limited in what it can do... but, what it does do, is create a text file of the level map. I suppose, assuming I have the ability to do so, I could try to modify the output file to reflect the same structure "map = []" uses... Warning: This will be a "stretch" for me... I am not certain that I can properly convert the base program to N7... If I can, then I shall discuss the limitations in more detail... Please do not hold your breath whilst you wait.... lol
J
A quick reply, since I'm at work
There's a function named LoadN6Map in wolf3d that you can use to load maps created with the n6 raycaster editor. I use it in the port of Robowack that I posted a while ago.
I'll port the original n6 raycaster examples to n7 to show you how it works as soon as I get the time (hopefully tonight). You could look at n7 robowack, but that's ... a lot of code.