Thanks for setting up this forum, Shadow.
Welcome to the project guys. Major_A and Shadow have been kind enough to test and give suggestions throughout the course of this build and we're rapidly approaching the pointy end of the stick.
I guess I'll have to boast a little to sell it to you. lol So here goes.
Map Mate is an editing tool like no other.
So far it has nine utilities devoted to editing MOH maps and scripts as quick and effortless as possible.
I currently have plans on the back burner to include even more to it thanks to suggestions from Major.
Everything is designed around "user friendly" ease-of-use. Not only does it record all user-made settings loading them from one utility to the next upon load, but most of it boasts a "one-click process".
For example: it will create your entire map directory with sub folders simply by your selected map's name and one click of a button.
It will write your shader file simply by the user selecting the surface type of each texture listed. The user can also include or remove variables simply by clicking them.
I intend to follow suit with the script editor having templates and one-click variable inclusions.
It has a compiler that has more features than MBuilder and MOHpile combined.
Understandably so as it was made some 15 years later. No big feat there except that it features an error scanner and an error database that is still a work in progress, but we'll get there.
I have also made an alternative to the DOS console listing the compile process (LIVE as it happens) into a text box which enables the user to view, scroll from start to end at their leisure and decide whether or not to save the log AFTER the compile has completed. Plus it only closes when the user decides to close it, unlike the DOS console.
This is very buggy at the moment. It picks when it want to perform but when it does it's spectacular. I need to iron out the bugs because it really is a "must have" inclusion.
The compiler also runs in stealth mode and has two individual user-defined alerts when the compile has erred or completed successfully. The alerts can be visual, audio or both.
We've also included a hash file generator thanks to Major's suggestion and explanation as to what a bloody hash file number is. lol
I have written a pk3 creator that requires further testing on a system without Winzip installed when I have time.
Thanks to Shadow's awesome efforts, he has compiled a list of 180+ custom sky textures which I've built a utility around to sort and view these sky textures by category.
I'm currently making it so the user selects the texture they want for their map and "Sky Mate" writes the shader for that sky texture with references to their map name. I have asked for web space so I can also have it download and install the requested sky's textures for the user too.
This is just an example of the level of commitment and quality standard we've been operating on.
My theory is, a game only survives on how easy it is to edit. The easier it is to edit the more people there are make mods, the more people there are making mods the more variety we have, the more variety there is the longer the interest remains in the game.
You can re-package an old game with extra bells and whistles but it won't last more than a few months unless it's easily edited.
Sorry for being so long-winded trying to explain this nine-in-one editing tool but we haven't even touched the surface as to what Map Mate does.
I will eventually package it using an installer when I find one that doesn't expire after 30 days and I'm 100% sure it includes the required dependency files.
But for now...
Unzip the Map Mate directory to anywhere you like.
Then
Unzip and run the Map Mate setup. Be sure to point it to the Map Mate directory.
Thanks again for participating.
Just a heads-up. The pk3 creator "PacMate" hasn't fully been implemented yet and neither has the script editor, "Script Mate".