Custom Level Editor (Theoretical)
I am right now wondering how much effort it would take to create a Level Editor to Cortex Command. Presuming you know how to make
parsers and the
basics of the
C++. Now assuming you know the exact syntax wich Data uses for Scenes so are you setting up a project in
Dev-C++ (Or any other Program for that matter.) and start coding but then realised "O SHI- i need image manipulation now!!1" and start looking for libraries wich suits. Here comes what i had in mind of what to use when making the level editor:
Custom Parser (In layman words: Look in a file for information) for Config Files
SDL (And
SDL_image) for rendering the whole GUI (UI)
paintlib (For manipulating the Terrain in editor.)
C++ SkillsA
lot of time
And this will not probably not parse the whole Base.rte folder (Because it would require too much effort from my side
) so instead will it parse a Config file to look after ingame objects (Pretty much like Worldcraft\Hammer Editor loads a specific file to get what entities the specific mod uses).
The Syntax would be pretty much like this:
Code:
DefineRoot "C:\Program Files\Datarealms\Cortex Command\"
DefineActor "Green Clone"
DefineDevice "Smg"
DefineScenery "T-Junction" "Base.rte\...\T-Junction.bmp"
DefineProp "Large Rock" "Base.rte\...\LargeRock.bmp"
etc...
I am thinking of doing this in my spare time so no promises about a finished level editor
. (No guarantees!) Also if someone wants to join and do some part of the code so would i be grateful.
So what do you think, do this idea contain some win or complete fail?
Also any suggestions,
criticism & intelligent discussion is wanted.