WMDE (Weasel's Map Data Editor) is my latest and biggest blender add-on yet. It's a Blender 2.8+ add-on you can use for editing Roads, Paths, Fences, Locators and more!
Blender 2.9+: Weasel's Map Data Editor 2.3.1 - Blender solution for creating/editing Roads, Paths, Fences, Locators and more!
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Weasel on a Stick WMDE (Weasel's Map Data Editor) is my latest and biggest blender add-on yet. It's a Blender 2.8+ add-on you can use for editing Roads, Paths, Fences, Locators and more!
https://camo.githubu
I've been working on this tool for quite a while now (started way back in early March!). It's mostly intended for creating a custom map from scratch but can be used to edit original SHAR maps as well. I was developing it for my own project at the start but it grew a lot. I'm only releasing it now because it was kind of dependant on Pure3D Editor's 4.4 release and the tools introduced in 4.4 - Import/Export all Roads.../Path.../Fence...
A short list of features:
- Each aspect of map data (Roads, Paths, Fences, Locators) has its own module that can be toggled on and off
- Create road shapes with several procedural operators like straight rows and circular pieces
- Create road shapes with the use of blender's curves. This includes precise bezier handles, efficient draw curve tool and much more
- Create roads based on existing ones. For example: add an adjacent road with one click, or flip the direction of an entire road with just 2 operators
- Full-blown wiki of the tool and general .p3d knowledge
- Helpful tooltips are included almost everywhere so you don't have to open the wiki every time
- Custom icons
- Easily Create and edit locators and their triggers/matrices
- Type 4 and Type 12 camera-related locators can be used in blender to pick the right camera angle/fov with instant feedback
- Generate a k-d tree based on ground collision markers
- Merged Instance list generator into WMDE and added import functionality
- Bunch of bug fixes
- Added support for Event 65 locators in form of a color picker
New module: SHAR Memory IO - It allows you to read a few in-game variables while the game is running for various purposes. Primarily keyframing and animation, but can also be used to easily create locators and other stuff. (credit to Lucas for figuring out correct pointers for reading the data) It also allows you to teleport to any location in-game using Blender's 3D cursorremoved in 2.2.0, now distributed as stand-alone add-on here
- Full Type 4 (Spline) locator support (thanks to recently leaked Radical's original P3D Explorer)
- Ability to easily generate intersect markers from mesh objects (Used for tree generation)
LINKS
- Get me straight to the downloads!
- WMDE github home page
- WMDE manual/wiki
- Issue tracker - Submit bugs you've found here
Happy map making! 😉
Sickmind33 looks nice. great work
looks nice. great work
Weasel on a Stick 2.0 Version finally released! (hopefully I don't have to make a lot of hotfixes and patches) Road, Locators and Misc Modules have been updated with a lot of features.
Updated Road Module, fix
2.0 Version finally released! (hopefully I don't have to make a lot of hotfixes and patches) Road, Locators and Misc Modules have been updated with a lot of features.
Also stay tuned for "custom map making" tutorial I might announce very soon. (This update was the last thing on my to-do list)
- Updated Road Module, fixed some bugs
- Locators Module fully* implemented (*everything that has been deciphered by Lucas, at least)
- Tree generation (Misc Module) implemented (requires a set of intersect markers)
- Intersect markers (iMarkers) import implemented
- Instance List import/export implemented
Also stay tuned for "custom map making" tutorial I might announce very soon. (This update was the last thing on my to-do list)
Vannesa Is this usfule create an horror game in gamejolt?
Is this usfule create an horror game in gamejolt?
Kenny Giles Hey there! This tool is dedicated towards modifying Simpsons Hit & Run maps in order to create entirely custom ones, such as some you’ve already played according to your profile information
Hey there! This tool is dedicated towards modifying Simpsons Hit & Run maps in order to create entirely custom ones, such as some you’ve already played according to your profile information (The Giant Snowglobe).
Please don’t bump threads with questions that don’t pertain to the tool itself or modifying Hit & Run. It’s better to watch some Blender or Sketchup tutorials for that sort of thing.
Thank you!
Please don’t bump threads with questions that don’t pertain to the tool itself or modifying Hit & Run. It’s better to watch some Blender or Sketchup tutorials for that sort of thing.
Thank you!
Stringmaster7 I have to say, this is INCREDIBLE! Weasel On A Stick, you have made some great mods, and now giving your true tool that makes everything cool is awesome. I hope everyone who uses this tool will bring
I have to say, this is INCREDIBLE! Weasel On A Stick, you have made some great mods, and now giving your true tool that makes everything cool is awesome. I hope everyone who uses this tool will bring some great thoughts and actions as you have made it to be.
Weasel on a Stick 2.1.5 Version released which addresses several bugs, inconsistencies, some QoL changes and also adds a brand new module! You can read what's new in this version on github
Here's a video dem
2.1.5 Version released which addresses several bugs, inconsistencies, some QoL changes and also adds a brand new module! You can read what's new in this version on github
Here's a video demonstrating how this module (in conjunction with my camera animation converter) can be used to easily make camera animations by just driving around the map
Here's a video demonstrating how this module (in conjunction with my camera animation converter) can be used to easily make camera animations by just driving around the map
chocolateimage Creating a pedestrian path and importing it to l1z2.p3d crashes the game
Creating a pedestrian path and importing it to l1z2.p3d crashes the game
chocolateimage
I found out what the issue was, it was the "DynamicTreeNodeEntityLimits". I found this out when watching Muckluck's video about creating a mod: https://youtu.be/cTyL_BeQ9mY?t=372 and t
The quoted post is unavailable.
I found out what the issue was, it was the "DynamicTreeNodeEntityLimits". I found this out when watching Muckluck's video about creating a mod: youtu.be/cTyL_BeQ9mY?t=372 and then he had the "DynamicTreeNodeEntityLimits" page in the background open