About 8 months late, but I promised I'd release the source for this:
https://github.com/Tidus123746/Wpf-Map-Editor
And if anyone wants to play with the compiled version:
http://www.filedropper.com/athenaeditor_2
Requirements:
.Net 4.6.3
Source Req:
Visual Studio 2015
As with everything on the internet, run your own virus checks on this before you run it. I compiled it myself, but you shouldn't take my word that its clean.
I may start developing this again at a slow pace. Don't count on it getting finished, editors in general are a lot of work. If anyone is interested in aiding with development, I would be willing to teach you (assuming you have some programming starting point).
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How to use the editor
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Brush Categories:
Raw - your regular raw from the other editors, these don't have auto border or anything fancy, just single click
Palette - These allow you to form your own category of brushes where you can drag and drop from raw, ground brushes, any other brush you could want into a specified set. An example of this would be the brushes you use when doing a nature set, or a cave set. To create a new palette category there is a menu item in the main menu for creating them.
Extended - These are all your brushes with auto border or are generally more involved than your raw brushes. Here will be the ground brushes, wall brushes, doodad, and composition brushes. To create a new ground brush, wall brush, doodad ect, right click in the list box under the desired category and you should get a context menu asking to create a new brush of that type.
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Known Problems:
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Renderer
- Current renderer uses image caching that uses a lot of physical space on the hard drive and a lot of read writes. This provides decent performance when fully zoomed out, but takes up physical memory which is gross. Its also slower when its still building the cache. The correct implementation is probably using DirectX via SharpDX and doing the rendering all in real time as you scroll. This would probably 2 weeks to a month to implement and quite frankly bores me. The renderer in place is good enough for me so its not a priority.
- The image caching doesn't associate the cache with a map, nor does it use a check sum to verify a map has been modified and the cache needs cleared. Because of this, if you load the editor up and start a new map, or edit a different map you will see a ghost of your last map from the cache. This is a problem I do intend to fix.
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I/O
- Only supports 1 version that is hard coded in atm. I think it is ~8.6 although I'm not sure. The good news, all the versions seem to have the same I/O structure so adding them in should be a lot less work than getting the inital version working.
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Spawns / Houses
- Not supported, no plans to support for the time being
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Brushes
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Ground Brushes
- Most of the functionality is implemented. It should be a noticeable step up from RME atm, although there is definitely room for improvement.
Wall Brushes
- Again most of the functionality is in place and a large step up from RME imo.
Doodad Brushes
- First pass implementation, could use refinement
Composition Brushes (Brushes that are pastes of more than one item with optional directions (catapult)
- Needs placed before Rotation (key press R) works. Needs looked at
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TLDR: There is a lot of work to be done, however there is a lot of potential with it right now. It has a couple pieces in place that are, in my opinion, a lot more user friendly than RME or SimOnes.