Ricree Ricree

Release: A new GalCiv2 map editor

Release: A new GalCiv2 map editor

Hi everyone,

I'd like to announce that I have been working on a map editor for Galciv2, and I finally gotten it to a point where I feel comfortable releasing it.

It has a few features that I think you will especially enjoy, such as a full 3D display, and it allows you to easily click and drag objects on the map. At the moment, it is missing a few features, most notably an automatic generator for maps, but I hope to have it available soon.

You must have .NET 2.0 and Galactic Civilizations 2 installed in order to run this program.

The program can be downloaded from Sourceforge

It can also be found at the Galactic Core website, but the version on that site has not been updated recently.
112,609 views 121 replies
Reply #26 Top
Stickied.
Reply #28 Top
I'm currently in England visiting my father and won't be able to download this until I get back to the US.

I just wanted to know for those of you whose used it already, what makes this new map editor different from the first one that's on the GC2Builder site, other than it being 3D?
Reply #29 Top
The GC2:Builder project was abandoned by its creator. This one will (hopefully) last to become fully-featured.
Reply #30 Top
Will we be able to edit the type of planet it is, like can we make an ice or forest with a high class?
Reply #31 Top
I just wanted to know for those of you whose used it already, what makes this new map editor different from the first one that's on the GC2Builder site, other than it being 3D?


If nothing else, this one is open sourced, so you can make changes to it if you want. Other than that, the only other big thing I can think of is that I've tried to make it easy to interact with the objects you've placed on the map. For example, you can click on any object on the map and easily drag it to a different position, which I believe isn't possible with GC2:Builder.

Will we be able to edit the type of planet it is, like can we make an ice or forest with a high class?


Unfortunately, I'm not sure that the game allows this. The custom map section of the modding guide seems to say no, but I might try the elements from the custom planet section and see what happens. I really can't promise anything in this respect.


One other thing I'd like to mention. The version on sourceforge has a basic random map generator on it. It still needs a fair amount of work, but I'd like to get people's opinions before I release the updated binaries. Only the source is posted on sourceforge, so you'll have to build it yourself if you want to give it a go. You'll need Visual Studio C# express and the DirectX SDK to compile it. I'd encourage anyone who is interested to take a look and give me some feedback.
Reply #32 Top
[/quoteI'm back from England but I can't get tjhe source code to download. When I click on in it it gives me this

"No File Packages Defined
This project has not yet created any file release packages."

Do you think you could update the one at the Galactic Core wedsite and add in the source code, please?
Reply #33 Top
The editor's not working  

Everytime I try it says there's an error in the application and gives me this:

"Unhandled exeception has occurred in your application."

Does anyone know how to fix this
Reply #34 Top
would be nice to add it to the library or maybe stardock can add an official editor
Reply #35 Top
How's the update going on a new relase of this? a random map generaotr for the level editor would be really helpful.
Reply #36 Top
Ok, i have it running, what screen res should I be using? I don't see a way to load or save map files? I don't see a way to set map size to be created. An image of the grid would be nice in the next update? In star and planet drop-down menues: what are the limits for each field (what is expected allowable ranges and/or text entries)?
Reply #37 Top
For future reference, can GC2 handle custom maps that are larger than Gigantic (18x18)?
Reply #38 Top
what is net2.0? where to get it? how to get it? what is it? why needed?

When installing this editor i get a question where to put it... NOT "where is your galciv folder?" so should it be placed in the gamefolder, or in the games MOD folder?

i understand this is just a remake of another mapeditor, only difference is that it is slightly better, where to get the old one? as this one obviusly seems to cause people more trouble then not.
Reply #39 Top
where to get the old one?


Right here.... GC2Builder Map Editor

I've used the GC2Builder recently. It's fairly straight forward. Lack of documentation and there are some things a beginner will have problems with. I know I did, but that's just because I had no idea about certain things.

For instance, I didn't know that you can't place Anomolies or Planetary Resources.
So I spent hours searching the web for some info... if I'd just bothered to read back in the modding forum, I'd have found out that they are randomly generated and can't be placed.. at least I don't think they can.

In anycase, this is a great program, but as far as I know, only the map editor is working. The Scenerio and Campaign editor are not.
Hope that helps, if you have questions about this, Post here and I'll try to help best I can. I learned a bit about it while toying with it the other day. I'm no expert, but I'll try my best.

~Boz


Reply #40 Top
Hi everyone. Sorry for being away for a bit. I don't currently have regular internet access at the moment, but that should be done in a few days. I am working on an update which will include random maps and ships. Also, there will be a few interface changes, such as replacing the text boxes with sliders for most of the windows. I can't promise a definite date, but it should be by the end of next week.

Chippoka:
Save, load, and new map options are in the first menu to the left at the top. A grid will appear once you have a map opened. As far as allowable ranges go, they are in the modding guide, but the next version will have sliders so you can get by without knowing if you wait a bit.

Tizirio:
.NET 2.0 is a class library for windows. I think you can download it from the Windows Update site if you don't already have it.
As far as installing it goes, you should probably create a new directory for it. I'm not sure, but I think that the uninstaller might mess things up if it is installed into an existing directory. As far as causing trouble goes, I'll admit that it had a bit of a rocky start, and I could have handled that a bit better. I think that it is going good for the most part now. Most of the problems in this thread come from a problem that was solved shortly after I first posted it.

If there are still any problems, feel free to post them, or email me at [email protected]. I'll try to help out and make any neccesary fixes.


Also, I'd like to mention one more time that the source code is on sourceforge, but at the moment the only way to access it is through the cvs. You can find instructions for how to do this on the sourceforge website.
Reply #41 Top
I am looking forward to the update. I really want a random map generator so I don't have to go through placing each and every star and planet. I just want to be able to specify certain planets, mainly my homeworld planets and those of the AI.
Reply #42 Top
Sorry that the update is taking so long. I've been trying to work on it, but school is starting to pick up now. All I have left is to finish up a few small things, like getting ships into the editor. The random map is mostly working, but I still have a few tweaks left to do. I'll probably be able to have it done sometime this weekend.
Reply #43 Top
im excited. I want to be able to just modify a few planets and go with it, great job on what is up though major kudos.
Reply #44 Top
Hello everyone,

The new update is ready, and can be downloaded from the sourceforge [link="http://https://sourceforge.net/projects/galciv2editor/"]project page/link].

The update has also been submitted to the galactic core website, so hopefully that will be updated before too long.

The major changes in this version are:
Added random map generator.
Added ability to add ships to the map.
Changed from text boxes to sliders whenever possible in the object editing menus.


The ship display is still pretty rough graphically. At the moment, all it does is display the hull model. Hopefully I will get it improved later, but for now it is still perfectly functional.
Reply #45 Top
while I downloaded it but doesn't seem to work while with mods. I had created a black and gray stars for my custom maps dictectly in the stars XML of the game and you editor does seem to pick them. Is there anyway you could fix this please and thank you.

Oh and the game has one more deflaut star type that you left out, sol. other than that it works pretty goo I just can't open up my previously made maps.
Reply #46 Top
Yeah. Mod support is on the top of the to do list for the editor. At the moment, a lot of stuff is hard coded, so it doesn't play well with mods at the moment. Out of curiosity, which star type did I miss?

Also, what is the problem with the previous maps? Is it due to the edited stars XML, or is there something else going on?
Reply #47 Top
The star that you missed was the Sol star it's in the deflaut star document in the intall data it's at the bottom of the document. The previous custyom maps that came with the game alright with the ediotor, but maps I made using the first map editor that was created wouldn't open because of the two extra star I added. Gray and Black. These stars are in my previous and therefore that is the real the won't open, or at least that's what I think.
Reply #48 Top
Hey, Ricree...Installed it, and it worked great for me. But how do I change ownership of planets? Everytime I add a new planet, it is "owned" by the first star I created. Many thanks.
Reply #49 Top
At the moment, it just assigns ownership to whichever star is closest when the planet is created. Unfortunately, I don't think there is currently a way to reasign it after the planet is created. If for whatever reason you want the planet to be closer to a star that is not its owner, the only way you can do this is by creating the planet close to the parent, then moving it somewhere else. Sorry for the inconvenience.
Reply #50 Top
Ok I see the new version has a randomizer and thats great because if you want to create a huge or gigantic map it would take too much time to finnish it.
But the random generator doesnt work so well.. for example if you select star spacing very tight some stars are so tight that they are mixed 2in1   
Into advanced mode when you set the clusters well I dont see clusters but spreaded stars..
Also an option for an average planets number per star would be great
I understand this is not official but since Stardock guys dont want to publish a map editor I hope some guys out there to create a good one..