HexMapCreator -- Section: Computer --
HexMapCreator 1.5
With this program, you can create, edit, save and load maps for tile-based games that use hexagon maps.
These maps can be exported as a mesh to MS DirectX (*.x ASCII) and DXStudio's *.dxmesh files, including the
creation of a texture and the export of two "location files" (which contain the center of each hexagon field
in 3D coordinates, for later use in your game).
To create a map, open HexMapCreator and press "Set new map size". Maps can be of size 1x1 to
200x200 hexagon fields. The map's fields will automatically be filled with the height level
selected (there are four levels: Water, Fields, Hills and Mountains).
To change a hexfield's height level, select the height with the selection box on the right side.
Then, click on the field on the map. Be sure to target the center of a field (more or less), as clicks
near the border could target a field nearby. While the mouse cursor moves over the 2D map, the corresponding
fields' indices are shown on the right.
Click and hold down the left mouse button and move the mouse on the map to draw height levels on the map.
Your data can be saved to and loaded from disk. Files are named like "*.map".
To create a *.x-file and a *.dxmesh-file from the edited 2D-map, enter a name for your map (without suffix),
then press the "Create Mapfiles" button. A new folder will be created, with several files in it.
Warning: The greater your map's dimensions, the more time is needed to process!
During the export process, five files are created.

[mapname].x
The DirectX mesh file to import into your game. It contains vertex data, normals, material
and texture mapping data.
[mapname].bmp
The texture for the DirectX mesh. It is referenced by [mapname].x.
Its height/width size is fixed to 256x64.
[mapname].dxmesh The DXStudio mesh file to import into your game. It contains vertex data, normals, material,
texture mapping data and the texture itself. It can be opened with e.g. WinZip to view its contents.
[mapname]_xz.txt
A data export file for handling of the map ingame. It contains the center (X/Z)
and upside location (Y) of each hexagon field and its type. Data format like this:
20,20 <<--Number of fields in X, number of fields in Z
0,0,0.000000,0.000000,0.000000,Fields <<--Index X, Index Z, 3D-position (X,Y,Z), type
... |
[mapname]_xz.xml
A data export file for handling of the map ingame. It contains the different terrain type definitions,
size of the map and center (X/Z) and upside location (Y) of each hexagon field and its type.
Data format like this:
<?xml version="1.0" encoding="UTF-8" ?>
<map_definition>
<terrain_type name="Water" description="tile covered with water" heightlevel="-0.3" />
...
<mapsize size_x="20" size_z="20" />
...
<tile index_x="0" index_z="0" terrain_type="Fields" x="0.000000" y="0.000000" z="0.000000" />
</map_definition> |
To check the newly created x-file or dxmesh-file, double-click it (which should invoke the MS DirectX Viewer or
the DXStudio viewer). Voila.
History
| 1.0 |
8/2007 |
First release |
| 1.1 |
8/2008 |
Added output of xml data file. Changed .x file output: removed Header data; changed number of
face material index count. Added 2nd texture for vertical faces. Changed thickness of tile grafic borders, to avoid interference. Removed tile numbering on map texture |
| 1.4 |
11/2008 |
Added DXStudio's *.dxmesh format output. Scaled all positions and height by 10. Replaced big texture by a single small one that gets re-used per hexfield. Removed extra sides-texture. Added paint mode (press LMB+hold). Set max map dimension from 90x90 to 200x200. Improved calculation speed (drastically). Added default-save into new directory. Plus some minor fixes |
| 1.5 |
4/2009 |
Upgraded the integrated DXStudio *.dxmesh API to version 1.0 (from 0.9 beta) |
Download
| Description |
File |
Filedate |
Size |
Remarks |
| HexMapEditor V1.0 |
HexMapCreator.zip |
8/18/2007 |
252 KB |
first release for all you tile-based game programmers |
| HexMapEditor (1.0) Demo 'Game' |
map_demo.zip |
8/18/2007 |
462 KB |
a very basic application, using a map created with the editor (3impact game engine) |
| HexMapEditor V1.1 |
HexMapCreator_1.1.zip |
8/23/2008 |
219 KB |
2nd release |
| HexMapEditor V1.4 |
HexMapCreator_1.4.zip |
11/26/2008 |
ca. 12MB |
including demo maps, a small DXStudio demo application (source+exe) |
| HexMapEditor V1.5 |
HexMapCreator_1.5.zip |
4/18/2009 |
ca. 12MB |
including demo maps, a small DXStudio demo application (source+exe) |
|