v0.0.5
This is still in very eary alpha, if even that. The goal is simple, to create a prefab-placer tool.
I found myself writing one-off tools to create prefab level geometry, which is fine, until you have three or four of them, then keeping them straight, ensuring you don't break one while building a new one... all a headache.
So, what I've done is create a front-end application that uses tool modules. Don't worry about any of that if you don't want to, it's really simple to use.
The controls at the top are now mouse-clickable. The hot-keys still work too. Remember to save before quitting. It will not warn you, it will simply shut the application down and not commit the last few changes. I'm working on this (lol).
Esc - Exit w/o saving
F1 - Save to file
F2 - Next tool/prefab
F3 - Prev tool/prefab
F4 - Reset (wipes everything on the map) (disabled until bugfix)
F5 - Save & Quit
It will save test.blv in the same location as the application "mapmaker.exe". You will need to copy or move this file to the correct location for the game.
Example: D:\SteamLibrary\steamapps\common\Besiege\Besiege_Data\CustomLevels\
Coming attractions:
-More prefabs
-More prefabs
-Terrain features (mountains or smth?)
-And last but not least, your suggestions.
That's right, if you've read this far, I want you to suggest new ideas for prefabs, or if you feel like taking on a challenge, creating new prefabs yourself. They're not terribly hard. Everything in this application is written for Python 3.7/3.8. I've tried to comment the code so that if you understand python, you should be able to make sense of it (and probably laugh at my messy code).
Instructional Video (may be outdated)
Current prefabs:
Brick wall (N/S and E/W) (scale determines length
Spire/Post (scale determines height)
Hut (scale does nothing)
Player Spawn (scale does nothing)
Hill (scale determines elevation of the hill)
I think the cursor/marker tool for where a hill prefab has been placed might be a little too small, or the hill itself is scaled too big. Something to work on in the future.