- Website: http://cruo.bloodgame.ru/xmapedit
- E-Mail: baitd@yandex.ru
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:
- Website: http://www.jonof.id.au
- Source code: https://github.com/jonof/jfbuild
nuke.YKT NBlood and SAMapedit port
- Source code: https://github.com/nukeykt/NBlood
- Source code: https://github.com/nukeykt/samapedit
Ken Silverman BUILD Engine and KPLIB image decoding library:
- Website: http://www.advsys.net/ken
- 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)
XMAPEDIT for x86 and x64 platforms can be compiled for Windows using Microsoft Visual C++ 2003 or higher and NMAKE tool:
- Clone this repository or unpack the source archive.
- Open the command-line build prompt. e.g. x86 (or x64) Native Tools Command Prompt for VS 2005 or higher.
- Change into the xmapedit source code folder, then compile with:
nmake /f Makefile.msvc
- Once you got it compiled, you may find the xmapedit binary in the
mapedit-data
directory.
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 inMakefile.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.
- Create
xmapedit
directory in the Blood directory. - Copy
xmapedit.exe
in the Blood directory. - Copy
xmapedit.rff
inxmapedit
directory. - 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.
Original MAPEDIT version by: Peter Freese, Nick Newhard
Original BUILD Engine by: Ken Silverman
BARFC (Resource File Builder) by: sirlemonhead