- Download Link (Windows binary) - (edited as the link was originally hidden between a lot of text)
Some people have been ranting about LemEdit (though I personally actually quite liked it), but when you think it couldn't get any worse...
Having said in the other thread I could get a first release done within a day, I guess I should release something now. It's not quite as complete as I wished it to be, but as I'm pretty busy (in spite of being in the time between school and studies) I just release what I have got for now.
The 'PC' in the name might stand for
- provisional & crappy - the initial meaning for it
- being meant for PC DOS Lemmings
- platform compatile - hopefully. I'm not much of an expert in that regard
For now it only supports basic terrain and object editing, but I will at least release a console app sometime allowing for editing stuff like skills etc. For now use a hex-editor for that, the level format documentation can be found
here (bottom).
Source is to be found here:
http://207.58.177.175/~geoo89/lemmings/PCL2ED/PCL2ED_src.zipAs I said, it is a whole mess as this is my first UI programming experience and I attempted object oriented programming in a C-based environment,
OpenGLUT that is, which is somewhat problematic. I guess the only code of interest might be in the L2LData and L2Def files. I hope it is managable to compile this thing, I used DevC++ for compilation, quoting from their site:
It uses Mingw port of GCC (GNU Compiler Collection) as it's compiler. Dev-C++ can also be used in combination with Cygwin or any other GCC based compiler.
Following libraries are used (commands): -lopenglut -lglu32 -lopengl32 -lwinmm
As for the Windows executable, get it here:
http://207.58.177.175/~geoo89/lemmings/PCL2ED/PCL2ED_win32.zipIt might need an OpenGL32.dll to run...
Usage: It runs via commandline, with the parameter being the path of an uncompressed level file. If you feed it with anything else, it will crash. Also, the Style files have to be decompressed.
e.g. for Classic 1: PCL2ED.exe levels/level000.dat
To Decompress files, use Mindless'
lem2zip. If you want to decompress all Level/Style files, put the two batch files from here
http://207.58.177.175/~geoo89/lemmings/PCL2ED/ into your Lemmings 2 folder and run it. The decompressed files will be in a separate folder. Watch out for files of the filesize 0, in that case the files already have been compressed. Use the original ones in that case.
On to the editor itself:
When editing, there are 4 modes: NoDraw, Sprite, Tile and Object.
In any mode, doubleclicking the right mousebutton will select the object under the cursor; if there is no object under the cursor, it will select the sprite under the cursor; and switch into the respective mode.
Singleclicking the right mousebutton will take you back to NoDraw mode.
The action of right-clicking is dependent on mode.
In NoDraw and Object mode, it will select the object under the cursor. If there is no object under the cursor, in NoDraw mode it will do nothing. In Object mode it will draw a new object.
In Sprite/Tile mode, leftclicking will draw Sprite/Tile respectively.
Keys settings:
Press +/- in NoDraw mode to change the level arrangement, i.e. the amount of sprites per row. This will affect all rows, and the level will have to be fully re-designed then.
Arrow keys change the view window of the level in any mode but Object mode.
In Object mode arrow keys move the selected object, +/- changed the object ID. WASD in Object mode extends/contracts the selected object, i.e. for some objects like steel, water or the swing chain it is possible line up replicates of an object horizontally or vertically.
Delete key deletes the selected object.
'B' toggles background draw, i.e. whether terrain (Sprites/Tiles) is solid or background.
Press F3 to save the level.
Object boundaries might not be correct as I haven't figured out the object definition format completely yet. Special object components like parts of the swing or the cannon are not displayed, though the boundary size considers them.
Also, I noticed in Polar 9 that not all of the stars are displayed. I noticed in the level file some object ID entries with 0xFFFF, I'm not sure what that means yet.