AuthorTopic: Crocotile 3D - a new 3d modeling tool that acts like a 2d tilemap editor!  (Read 84276 times)

Offline Ryumaru

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This is really awesome. I haven't always been a fan of low poly/ low res stuff, but this is starting to sway me.

What about the option to import backgrounds/ change the backdrop color? It would be cool to have pixeled skyboxes or just stationary images in there as you work to get a better sense of how the map would feel in game.

What other features do you plan on adding? It looks solid already, but I'd be excited to see it's progress.

 :y:

Offline AlexHW

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@Ryumaru , I never was able to really immerse myself in 3d modeling in the past- I think it was due to the workflow that standard modeling apps have. But I had this idea, and it makes it more enjoyable for me. Someone described the Crocotile 3d process as backwards; Creating the texture and then building the model from that- basically doing it backwards from the standard method of creating the model and then texturing it. I think that is why a pixel-artist can find it fun, because at the very beginning you are applying the texture.

I have thought about including the option to change the background- skyboxes also have been suggested by someone else. I plan to implement those features.

There have been suggestions to improve the tileset/texture window- such as adding the ability to zoom it, better panning controls, and possibly allowing it to separate into its own window. So I'll be looking into those things.

I also originally had the thought of allowing the tilesets to be editable(drawing on them), but I'm hesitant to add such features since it could just bloat the program with features it doesn't need, since everyone has their own drawing programs they use already. Maybe somewhere down the line I might try implementing a simple lightweight drawing editor to make tweaks to the tileset.

There are other things I plan to implement.
If anyone has suggestions for features, I'll consider them too.

Offline Cheetah

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Thanks for the Mac OSX version! I have been messing around with it for a bit, definitely takes some time to adjust to the controls. Here are some thoughts.

1) When zooming out on the OSX version the polys and even primary vertex disappear and there is just a black screen until you zoom in more. Appears to be a glitch.
2) Detachable Tile screen and having a zoom will be key.
3) Making buttons for more of the controls will be good, just too many keys right now.
4) Orthographic project. This needs to be an option for how you view stuff.

More thoughts about how I would use this personally. I think this tool would be amazing for making isometric maps in the style of Final Fantasy Tactics.



I think having the option to lock a base layer to build off of, and to have basic isometric views to easily rotate around with would make thinks much easier. There are also common isometric shapes that are a bit cumbersome to make with your current options (like a single unit pyramid). I get the idea of painting with tiles, instead of painting starting with shapes, but having a few basic shapes that you can quickly apply tiles onto might make things more efficient. I'm hoping to reproduce a FFT map in the next few days to test things out.

Offline AlexHW

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@Cheetah , you can set the camera frustum far plane higher in the settings (f1 key) to see more of the space when you zoom out.
Seems like improving the tileset window and adding buttons/ui seem to be popular requests- so I'll make that my focus.

Orthographic projection is something I haven't thought about, but now that you mention it- it sounds like it could be useful. I don't think it would be too difficult to implement.
As for shape presets.. I'm trying to imagine what benefit it would give. How many presets would there be? As an alternative, you can make your own shapes and simply copy paste them. Now that I think more about it- it might be better to just allow the user to create their own presets which get added to some preset list- kind of how some drawing software have custom brushes.
I'll have to think about how to implement it.

Offline Seiseki

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Just wanted to chime in and say that this looks amazing, huge fan of 3D pixel art..

Offline kullenberg

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That looks fantastic. It greatly reminds me of how you create sprite based objects in Build for Duke Nukem, except that you can turn them on an angle aswell.

Offline AlexHW

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Thanks Seiseki and kullenberg.
I remember my feeble attempts at making maps for quake2, SiN, half-life and others years ago- was fun to just be able to walk around in places I made.
I went to a game meeting today and showed crocotile3d. Social gatherings always leave me feeling empty.

I've been working on the tilemap window- putting it into its own window. Seems to make it feel more like an app.

Offline AlexHW

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v1.0.8 now puts the tileset area into its own window with zoom ability and scrollbars. Window positions/sizes get saved when app closes.
Also added a context menu to access editing commands (right click in edit mode). This will make it a bit less reliant on the keyboard.
Check changelog for other changes, fixes.

I will need to create a new video at some point.

Offline Cheetah

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Major Error on OSX. I downloaded and opened the newest version. I doesn't show up in my Dock in the bottom or my opened applications in the "Force Quite" menu. ESC and Command/Control +Q are not closing the program. In desperation to close the program I pushed the fullscreen modes on the program and tile selector, I also can not collapse those. How do I close out of your program without restarting my computer?

PS: Feature suggestion, being able to change the palette of the selected tiles so that if you have a repeating tile with different colors you can just change the palette and not have a whole other tile. Old school.
« Last Edit: May 27, 2015, 12:48:28 pm by Cheetah »

Offline AlexHW

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Thanks for the report Cheetah, I sent you a pm with some questions.
I'll deactivate the dl for 1.0.8 osx version until I've figured out the issue.

Edit: Okay so if I understand- it was the fullscreen mode that was giving you trouble. I had the fullscreen key disabled, and I didn't think anyone would be able to get into fullscreen mode, but perhaps that is not the case on a mac. So I have enabled fullscreen key(f11), and I also made the Esc key for quitting(it should still ask if you are sure you want to quit).
Hopefully this will solve the issue of becoming stuck in fullscreen mode.
v1.0.8b is available.
edit: also changed a window setting in osx version- so it should show up in dock now.
« Last Edit: May 27, 2015, 05:30:26 pm by AlexHW »