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XMAPEDIT is an Open Source extended version of original Blood map editor

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The XMAPEDIT for Windows by nuke.YKT and NoOne

This is an extended version of original Blood game editor with fixed bugs, lots of new features and extended limits. It supports editing and creating new maps, QAV or SEQ animation and ART files which contain the game graphics.

It's compatible with vanilla Blood, supports widescreen resolutions, includes modern object types for level designers and most of the features of the DOS XMAPEDIT version.

The Windows version uses the following source code parts:

Jonathon Fowler BUILD Engine port:

nuke.YKT NBlood and SAMapedit port

Ken Silverman BUILD Engine and KPLIB image decoding library:

Minimum system requirements

  • 32 or 64-bit CPU. These have been tried first-hand:
    • Intel x86, x86_64
  • A Windows operating system:
    • Windows Vista/7/8/10/11+
    • Windows 98/ME/2K/XP (assuming that built with compatible compiler such as VC2005).
  • At least 32MB memory (256 is recommended if you plan to edit ART files)
  • Blood (with Plasma Pack 1.10 or higher recommended)

Compilation

XMAPEDIT for x86 and x64 platforms can be compiled for Windows using Microsoft Visual C++ 2003 or higher and NMAKE tool:

  1. Clone this repository or unpack the source archive.
  2. Open the command-line build prompt. e.g. x86 (or x64) Native Tools Command Prompt for VS 2005 or higher.
  3. Change into the xmapedit source code folder, then compile with: nmake /f Makefile.msvc
  4. Once you got it compiled, you may find the xmapedit binary in the mapedit-data directory.

Compilation options

Some engine features may be enabled or disabled at compile time. These can be changed by editing the makefile. You will find detailed description of each option in Makefile.msvc file.

Here is some of options:

  • WINCOMPAT=N - change global Windows compatibility level (see details in Makefile.msvc)
  • RELEASE=1 – build with optimisations for release.
  • RELEASE=2 – build with a different optimisations for release.
  • RELEASE=0 – build for debugging.
  • USE_ASM=1 - enable the use of assembly code which can give performance boost on older systems.

Launching compiled XMAPEDIT

  1. Create xmapedit directory in the Blood directory.
  2. Copy xmapedit.exe in the Blood directory.
  3. Copy xmapedit.rff in xmapedit directory.
  4. Launch xmapedit.exe.

If you don't have xmapedit.rff inside mapedit-data for some reason, you can create new one. See mkxmprff inside the tools directory.

Credits and Thanks

Original MAPEDIT version by: Peter Freese, Nick Newhard

Original BUILD Engine by: Ken Silverman

BARFC (Resource File Builder) by: sirlemonhead