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Bast Jun 19, 2013 @ 9:04am
PointEdit: Advanced level editor [v1.6]
Here's a little thing I've been working on since a few days after Gunpoint came out. It's a custom-made level editor that allows to do all sorts of things that cannot be done in the in-game editor, and also gives easy access to various special entities such as sound detectors, fancy backgrounds and decors, rain, and many others.

Main features:
- Loads and saves the same .lvl files that the in-game editor uses
- Allows one custom circuit connection
- Allows to resize zones
- Large list of entities not available in the in-game editor
- Entities can be placed anywhere inside or outside the level borders
- Changeable grid size
- Zoom
- Copy/paste, duplicate, and undo functions
- Multiple entities can be selected and moved/copied/duplicated/deleted at once
- Import/export of prefabs

Loading a level in PointEdit will also remove any negative entity IDs contained within it. So if you're having some trouble with a corrupted level, try loading it with this editor.


(Mirror) http://www[DOT]mediafire[DOT]com/download/lgxslwq61n6tu6z/
Last edited by Bast; Jul 7, 2015 @ 5:09am
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Showing 1-15 of 214 comments
Waverley Aug 5, 2013 @ 12:57pm 
This is a Great Editor for people who want to go to extremes with their maps, but, I would like to physicaly see the entities in the editor as it would be much easy to see if somethings off than just entering the game and exiting it to fix it.
Bast Aug 7, 2013 @ 11:11am 
That's a good remark: it would certainly make things easier and be quite simple to implement, but I purposely chose to represent the entities with white rectangles instead of the actual game textures so as to not risk infringing any copyright. I'm not sure Tom Francis would be very happy to see some random third party software steal all the textures from his game.
Last edited by Bast; Aug 7, 2013 @ 11:14am
Pixali Aug 7, 2013 @ 4:04pm 
I'm pretty sure you wouldn't be infringing anything if you had the editor go ahead and try to find the original textures from the game itself, and only show just wireframes if the game can't be found and therefore the textures can not be taken out of the game for use in the editor. This would certainly make my life easier when it comes to making custom maps for the game.
Mr. Aug 11, 2013 @ 9:50am 
You should try to contact the owner of the game if it can be included in a update! That would be pretty fricking awesome.
Mr. Pug Man Nov 5, 2013 @ 4:42pm 
That would be nice if it had actual textures to see what the level I was making looked like. :hammerheadsnark:
Corvatile Nov 7, 2013 @ 1:00pm 

Originally posted by Jackathan:
That would be nice if it had actual textures to see what the level I was making looked like. :hammerheadsnark:

Bast Nov 22, 2013 @ 7:54am 

After two weeks of work, I just finished the latest version of PointEdit. It adds entity textures (finally), undos with Ctrl+Z, and a whole lot of improvements and fixes. I hope you'll like it!

Download link in the first post.
Last edited by Bast; Nov 22, 2013 @ 12:49pm
Mr. Nov 22, 2013 @ 8:02am 
Originally posted by Bast:
Well, I tried to contact Mr. Francis about the matter a few days ago, but apparently he didn't get my mail. Hopefully this won't cause any problems.

After two weeks of work, I just finished the latest version of PointEdit. It adds entity textures (finally), undos with Ctrl+Z, and a whole lot of improvements and fixes. I hope you'll like it!

Download link in the first post.
Very awesome!
Kaladin Nov 29, 2013 @ 2:44am 
Wow! That's awesome! You should ask money from the devs :P
Mr. Nov 29, 2013 @ 5:54am 
Originally posted by SoulBlade:
Wow! That's awesome! You should ask money from the dev :P
Corrected :P
Bast Dec 2, 2013 @ 5:10pm 
I suppose they should be the ones asking for money since I'm using their property, but thanks. :)
Bast Jan 23, 2014 @ 9:19am 
Sorry for the month-old double post, but I have a little update to make.

A feature often requested by users regarding the level editor is the ability to set up custom circuit connections in their levels, instead of the default light switch > light, camera > alarm, motion detector > door, etc. I myself always assumed that Gunpoint had some sort of internal dev system to set up personalised connections, and that a separate, more restrictive system existed solely for the level editor in order to make it easier to use.
In my quest to try to find a way to communicate custom connections to Gunpoint's editor, I examined all the official campaign levels, and noticed that all circuits in all levels follow the same exact default rules than in the level editor. Actually, the only place in the whole game where a connection that deviates from the default rules exists is Gessler's office in the last level, with a link between a light switch and a door. This means that, apart from this one single occurrence, the entirety of the native campaign levels function in pretty much the same way as any custom level, and that there is probably no sophisticated custom circuit system in the game's engine, let alone in the level editor.
But such a system exists in some form, since it has been used in the last level. And after a good bit of fiddling, I found that not only was this system based on actual entities instead of inaccessible code like I first thought, but that those entities can actually be placed and saved in a .lvl file like any other entity.

TL;DR: PointEdit now allows one custom circuit connection to be made. You can find the two new entities "Source marker (435)" and "Target marker (436)" under the "Circuits" icon in the editor. Simply place the source marker on the object you want to make as the source of the signal, and the target marker on the receiving object. But remember that all source markers will only ever target the most recently placed target marker in the level, which means that you cannot set up more than one custom connection per level.

PointEdit 1.5 Changelog
- Added entities 435 & 436, allowing one custom circuit connection
- Added entity 125 (Glass fragment)
- New entity creation menu with large thumbnails
- Sorted entity lists
- More accurate depth values (all entities are now drawn in the correct order)
- Drop-down menus will open without clicking if there is already an opened menu
- Auto-save option
- Auto-load last opened level on startup option
- Various other additions and fixes that would really make this message too long.

If you like this editor, feel free to spread the word if you have the occasion. There isn't really any official Gunpoint community forum apart from here, and threads can get buried quite quickly, so it always helps.

That's all, I hope you'll find it useful! As always, see the first post for the download link.
Last edited by Bast; Jan 23, 2014 @ 9:32am
Gmr Leon Apr 23, 2014 @ 1:32pm 
Hey Bast! Thanks for keeping this up to date, really appreciate it. I could download this instead of asking here, but for others similarly sort of lazy as myself, does PointEdit allow for the creation of custom PDA briefings for levels? I know over on the Gunpoint Wiki forums prior to them being swapped around to other servers (or what have you) someone was looking into it, and I tried to dig around to figure it out myself, but I didn't take enough time to sort out if it could be done.

If memory serves, it was extremely limited to only kind of modifying the existing storyline dialogue, and not being able to be applied to custom levels.
Bast May 2, 2014 @ 3:10pm 
Yes, that's pretty much it. The .gpc files in the "\Gunpoint\Scripts" folder can be opened with a text editor and modified, but doing so will only affect the already existing dialogues in the main storyline. There is currently no way to include custom briefings or dialogues at the start of custom levels.

All we have access to is entity #178, which allows to display the PDA background in a custom level, and can be found in PointEdit under the "Miscellaneous" category. Though it's practically useless by itself.
Dankicity May 6, 2014 @ 8:12pm 
Just a thought. Havent played this game in awhile. Was hoping the game would get more love from the community than it has. Anyway, could you make it so that a laptop at the beginning of the level told the story of the level when you click it? Something like that. Or could you place a floating empty building above the beginning of the scene that somehow held text. Just a though. came to check up on any progress. thanks for your work.
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