Map Making on OS X

Questions and answers about the how and why of making maps.
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Map Making on OS X

Post by Guest »

bzedit wont work and I heard pybzedit might...
I couldnt find amac version, so i downloaded the only version I did find, but this also doesnt seem to work...
Can anyone help?
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BinarySpike
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Post by BinarySpike »

What are you trying to do?

I don't think bzedit has a mac version (so you need a windows)
pybzedit you need some extra stuff (go to sourceforge and search for
it and the description in the search will tell you what you need)


I get a "Illegal action" when I try BZEdit on my windows 95 and
pybzedit I haven't found all the "required" other python stuff for it
(I can find python and wxpython just not the OpenGL binding (I think it's called glpython or pythongl or something like that))


Ok, my only problem is testing my flag poititions :oops:
I've created phydrivers and zones, I've even learned how to set
up your .conf file to be a CTF (only two teams :o)

I did all this from hand (Now if I can test those flag positions!).

(If you have bugs I found that bzfs is quite good for "debugging")
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Post by Guest »

Would I be right in thinking pybzedit is a Visual editor where you don't write any code (except to make the maps work in version 2)...?

If so, I would rather save the hassel and just code some maps, if that's not too hard...
But for this I need to learn the code...
So can anyone point me to a site that will get me started, or even give me a map with some boxes, pyramids, bases etc so i can see how each is made...?

Thanks,
CBG.
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Post by JeffM »

pybzedit is a visual editor

it is made in python. An OS inspeciifc scripting style language ( a lot like java ).

You need python to run it. There is no Mac version, or a version for any other specific OS. It is OS inspecific.

Get python and the associated python libs it needs ( pybzedit has a readme IIRC ), install them, then run the editor using the python interpreter.

Pybzedit has it's own SF page and it's own support channels.
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Post by BinarySpike »

I checked out pybzedit and it (the webpages) seems to be dead!
(you can still download them though)
It is OS inspecific.
Boom! your dead!

This is abosutely WRONG!!! (I know I'm a computer programmer :twisted:)


The language is OS inspecific (kinda like certain BASIC languages)
The acual "pybzedit" is only limited to the other things needed
(like if wxpython was only windows then it would only work on
windows)

I've downloaded all but the OpenGL bindings.
(the video card interface for 3D)
I can't find them!
(except to make the maps work in version 2)
I haven't seen a difference in version 1 maps than in 2.
(except meshbox and box, etc. etc.)
.
.
.
.
.
.
Hey, CannanBallGuy, if you want to get pybzedit
I'll be working on gettin it to run on my computer, finding the bindings,
and I'll post some links...
Or, if you get it working first why don't you post some links, Ok!
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Post by Guest »

(btw: im a computer dunce...)
I downloaded all the stuff it said you needed and I have it running, but it just opens up some kind of Python application that has a whole load of text and buttons to "Run All" or "Run Selection"...
I have NO IDEA WHATSOEVER to do with it...

I'm definatly getting the feeling hand coding would be easier...
I accept the factI woun't be making fancy stuff like trees, but I'm sure I can make some maps like HEX-2 (gamesunited.de) by hand coding.

JeffM2501 said to use Blender 3D, but I downloaded this and quickly read through a quick guide, and it seeems really difficult and complex. I think I would rather make do with simpler shapes because in my view, i don't think it is worth all the effort required to learn Blender just to get some trees... lol
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Post by BinarySpike »

What your describing as "whole load of text and buttons to "Run All" or "Run Selection"... "

I simply the MacPython (Python on mac)


I can't get PyOpenGL to compile (along with OpenGLContext)


So I get no picture when I try to make maps.

(btw: im a computer dunce...)
There's a big difference between "I can browse the web" and
"I can settup a network"


Both are really easy (really, honest)
But, if you can settup a network you can easly do control panel work.
(programming is like computing dynamic data, kinda like thinking only less complex)

Code: Select all

#include <iostream.h>

main()
{
cout << "HelloWorld";
}

That's the easy part the hard part is compiling.
(And pythons not any easer!)


Anyway, I e-mailed the maker of pyOpenGL and once
I settup pyOpenGL and OpenGLContext I'll give you the details of
how to do it.
(then you won't have to code :twisted:)
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I have managed to compile pyBzEdit but......

Post by Spazzy McGee »

pyBzEdit requires pyOpenGL, to run the graphics. and i don't know anyboy that has compiled pyOpenGL on OS X and made the two programs interact. if anybody has, please say, because I know lots of mac OS Xers that want to get into mapmaking (but don't want to goa and buy a PC!)

Cheers
"Life is what happens to you while you're busy making other plans." - John Lennon
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Post by JeffM »

well BinarySpike you should have no problems making it run then, being a computer programer and all.
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Post by BinarySpike »

Well, I don't think pyOpenGL is for Mac os X.
(Numeric won't compile on X, the latest version is for 9...)

I tryed signing up for the mailing list...


I decided that after the game I'm working on, I'll make my own
iBZEdit.

(I've never done a 3D game, I'll get some 3D expereince with this :o)

Maybe in a month or two I'll have a beta, I'll keep you guys updated.
(pyOpenGL is extremly "buggy" and is old.... I recomend normal text
files for map making for mac users)
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Post by JeffM »

guess that these mac packages for pyOpenGL don't exist then :)

http://www.pythonmac.org/packages/
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Post by BinarySpike »

Kick tail cool!!! :twisted:
.
.
.
Though there not for Jaguar :cry:

I'll try to install them (I do have 10.2.8... but I don't think it'll work on my computer :cry:)

Thanks! Jeff!
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YES!!!!

Post by BinarySpike »

Ok, it's simple to install all this stuff.........



got to HD/Applications/MacPythonWhatever/Package Manager/

This will give you a list (don't install all of them)

Look at all of them, There should be Numeric, wxPython, and pyOpenGL!!!

Install the ones that don't say "yes" (they say "no").

I haven't gotten this far (still installing Numeric)....

After I get this done I'll post the rest!
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Post by JeffM »

10.2.x did not ship with python 2.3. so support for that will be limited.

10.3 realy is a lot more stable then 10.3, and with 10.4 on the way it's hard to see why people would still be on 10.2

unless your on a beige G3
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Post by Guest »

:D lol.
Binary: If you get it working, I (and most probably many others)would love it if you could write up a step-step (baby sized ones please ;) ) tutorial on how you do it... :D
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Post by JeffM »

if he gets it working, he can run py2App and make a prebuilt executable and post it, so you all have a clicky thing to run :)
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Post by BinarySpike »

10.3 realy is a lot more stable then 10.3, and with 10.4 on the way it's hard to see why people would still be on 10.2

unless your on a beige G3
I do have blueberry G3 (iMac)...
I got 10.0 for my birthday, I re-sold it and with my birthday money,
and some help from my parents, got a 10.2. (I also bought an 80GB HD).

It's my birthday soon and I'm going to buy panther, for xCode, and the save up for a mac mine :twisted:.....


Binary: If you get it working, I (and most probably many others)would love it if you could write up a step-step (baby sized ones please ) tutorial on how you do it...
Ok!
Package manager is cool! although really buggy!
Once I get a list of all the dependent thingies I'll do that!

(Just a side note: I Installed pyOpenGL, and Numeric yesterday, now
pyBZEdit freezez my computer... I think I'm missing some BIG thing for either Numeric or pyOpenGL... I don't know yet, It could be I need panther...)


*edit*
I edit my post and another one apears :lol-old:

Yes! that might work, I found one for mac on the macpython site....
I'll have to see though I'm not sure it will work on Mac os 10.2....
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Post by BinarySpike »

Ok!

so far I can't get it to run... It just freezez my computer.

Here's what you do to get it to "supposedly" run:

1. install the latest version of python for mac.
(http://homepages.cwi.nl/~jack/macpython/download.html)

2. goto you applications folder and choose the folder "MacPython"
(note: it'll will be named something like MacPython-2.3... just click on whatever folder starts with MacPython, in the applications folder)

3. Click on the application "PackageManager"

4. Now click on whatever packages you need and install them.
(pyOpenGL, wxOpenGL, and Numeric)

5. Once you do that; quit PackageManager.

6. Now install pyBZEdit, if you haven't already.
(http://sourceforge.net/project/showfile ... _id=114763)


CALLING ALL MAC USERS!!!!!
Please try this.
I NEED FEEDBACK!!!

I'll revise this once I know it works, or doesn't work!
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Post by Guest »

I try to open the package manager thing and it says:
Cannot open http://www.python.org/packman/version-0 ... tosh.plist: HTTP Error 404: Not Found
See MacPython Package Manager help page.
...
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Post by JeffM »

the default URL for the 10.3 package manager is wrong.

go to www.python.org/packman/ and get the correct URL. THen tell packmanager to open that URL.
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Post by BinarySpike »

I'm not sure, but I think it's the first one you need.

So I guess the tutorial needs a 3.5
.
.
.
.
.
3.5 If you are running Mac os 10.3 then you need to open PackageManager and goto http://www.python.org/packman/ and Find which package you need.
(if your not sure what package you need, just use the first one, and if
that doesn't work use the second one. The rest are NOT for 10.3)
.
.
.
(Man! scratch udg 2005, I'm making a mac BZEdit... iBZEdit)
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Post by Guest »

I have installed EVERYTHING I can find using the Package Manager but still no visual in pyBzEdit...
I couldn't find wxpython in the Package Manager. That might be it.

/me waits for BinarySpike to sort it all out and right a babystep-by-babystep guide on how to do it.
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Hmmmmm........

Post by BinarySpike »

I have wxPython installed......
(I'll look into it...)

*edit*
wxpython is in the second PackageManager list...
(try that one: http://www.python.org/packman/)
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Post by Guest »

If you mean: MacOSX 10.3, Apple-installed Python 2.3, PackMan version 0.3 (experimental database by Jack).
Then, I couldn't find it...
I already have tried the top 2... The 2 for 10.3.....
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Post by BinarySpike »

No!

That's not the one.

I meant the second one of the 10.3.

It should be in the second one at the bottom.
(I looked at it raw and it's in XML at the very bottom...)
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