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GameEdit - Public Beta - Win VC ++ 2005
#198990
10/25/07 18:45
10/25/07 18:45
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GameEdit - Public Beta - Win VC ++ 2005
Hey, Because of the complex development of GameEdit, I decided to make a public beta test of GameEdit. I made a level, include GameEdit and published it, so you'll be able to test, just by clicking on an exe file. There are included 2 levels, one interior and one outerior level, in which you can test GameEdit for functionality, workflow and bugs. I've opened a bug tracking system for the public beta at http://www.hawkgames.de/bug. Username = 3dgs, Password = 3dgs. Please sign the posts with your name, OR register with your own name and password (i would propose that for winning the price=)). In this bug-tracker I'll post updates and in around one week a demo of an in your project includable GameEdit. You can download the GameEdit beta here on the main page. If you registered with your own name, please select GameEdit executable in the project combobox in the upper right of the bug tracker homepage. A small introdution in the Control over GameEdit can be found here in english and here in germanAs a motivation to test, the person who posted the most bugs/good feature-wishes/work-flow comments etc. (at least 8-15), will win either a Standard Edition of Micrsoft Visual C++ 2005 - value: 350€ see: Features, price,[url=http://www.hawkgames.de/CDs.jpg ]cd's[/url] - with a Version of MSDN (see picture), or an architecture texture pack (value 30€) with over 300 Textures (sorry, you have to pay shipping). In this demo you'll be able to test the following features: - Terrain Editing (Shadow-Generator, Deformation, Painting on Multi-Texture Terrains, Paint on Heightmap)
- Material Editing (Create / Remove / Change Materials and Shaders in realtime)
- Entity Editing (Create / Remove / Change Objects and object settings in realtime)
- Map Editing (Change Fog / Sun and some more options)
- Statistics Function (Get statistics about your Game to improve the fps)
- Debug Functions (Debug Variables and Change Variables at runtime
- WDLV Support (Use the WDLV support of Gamestudio in realtime)
- Object Bunching (Create / Edit / Remove several objects at the same time)
So let's go, register at http://www.hawkgames.de/bug/ , download the offical beta of GameEdit and win a free Visual C++ 2005 Standard Edition. The Beta can be used for the next 14 days. If you don't want to register you can download the demo from http://www.hawkgames.de/demo.rar , but please help me to eliminate all bugs and to add all needed features. At last 3 new screenshots. A screenshot while bluring the terrain shadowmap [image]http://www.hawkgames.de/demo2.jpg[/image] place many entities at the same time [image]http://www.hawkgames.de/demo3.jpg[/image] edit materials and shaders (you can only see one material panel at the same time) [image]http://www.hawkgames.de/demo4.jpg[/image] Download a High-Res Trailer from http://www.hawkgames.de/GameEdit_Trailer.rar or see it via myvideo: http://www.myvideo.de/watch/2613872Greetings, Timo Stark
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Re: GameEdit - Public Beta 3 - Win VC ++ 2005
[Re: Hummel]
#199032
11/19/07 14:12
11/19/07 14:12
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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Ok. I got from Timo a new version which fixed a bug in saving and I used it yesterday over 3 hours to play with and populate my level with models. It is a super great tool and it makes really fun to edit a level. Though, I made my notes about this and here comes a great list of complaints, suggestions and errors. From an ergonomic view of softwaredesign GameEdit has some flaws and needs a lot of improvements. I tried to compile them with lots of explanation and examples. Timo, enjoy it General - I want to have a chart while gameedit is running that allows me at least to view the hotkeys. To change them is not necessary but would be cool, too.
- Please add incremental saving as alternative: if the application does something wrong or crashes, sometimes my wmp file got distorted and unloadable in WED. Incremental saving means: if the wmp file is called "office.wmp", it would save it as "office_0001.wmp" and after the next save "office_0002.wmp" and so on. This is more safe!
- I accidentely posed several models and gave them the action "obj_weed" but originally they should have the action "env_weed". So I had to search through the whole map to find all entities with the action "obj_weed". Maybe you could write a search tool, which jumps to the entity which fulfills some criteria (like material, actions, filename, ...).
Some errors - I have defined a Skycube, but when I load GameEdit, it disappears?
- When I create a new map, the application crashes.
Object Editing - Please several hot-buttons in one of the corners that allow me to lock models, make them displayed as wireframe (single models!) and xray view (transparent). I use a model as environment and I dont want to accidently move it or such. So I would like to lock it.
- Please add two buttons for global and local scope for model editing. When I move models, I have always the global axis which is very complicating model positioning. The same for rotation: when I e.g. change the tilt, the pan-axis also changes. But this doesnt happen. So, because I have only the global axes, I e.g. rotate the tilt circle upwards and the model rotates downwards (because it is panned 180 degrees), This is uncomfortable! The same goes for scaling: I cant work with the axis to scale a model when the axes aren't orientated! The overall scaling is really bad! Instead of scaling the 3 axis indepently, I expect it to scale uniform and uniform scaling ON REQUEST.
- Maybe you could add three checkboxes fro positioning, rotation and scaling to enable/disable some axis for translation and changes inm combination of the above said checkbox for global/local translation mode for positioning/scaling/rotation. Usage: when I e.g. disable the z-axis and enable the global scope for positioning, I am able to pose the model with the free mode (by clicking the dot) only on the x/y plane or such things! The things from the entity creation menu are also predestined to use them for editing models: maybe I want to re-pose it by moving it over the ground (with collision detection) or rotate it by pointing with the mouse somewhere.. currently it is more comfortable to remove the entity and recreate it with the _better_ positioning tools in the create entity tab than with the standard editing tools.
- I press STRG+D to duplicate a model, but I see no control tab to control the duplication process: I often want to set the nullvector as offset-vector. Plus, it doesnt work for rotation: the duplicate hasn't the rotation of the source!
Misconceptions - Please revamp the usage of the ESC key! It is very annoying that it wants to close the whole engine program! It is common that ESC will terminates the current function but not the application. In windowed mode, the user will exit the program by F12 or by clicking the X in the upper right corner. In fullscreen mode you could add an X Symbol for terminating GameEdit, but never exit the whole program with Escape!
Example: When I open the create objects tab, I select a model to paint it over my environment. When I want to modify it, I instinctly press ESC to exit the "paint" mode, but I get asked to close the engine. If I press Cancel, I am able to edit the model.
- The camera is ok (I finally got used to the movement mode).. although I think that using the middle button is not very intelligent. I would like to have more and improved movement modes: first, I would like to have a shortcut that makes me move to the selected object (is there a shortcut?). Second, I would like to have a rotation mode (around the model) by pressing a key while moving the mouse.
The create objects tab - A thumbnail preview would be cool
- When I have a model selected, it would be nice when I press ESC that there is no model at the cursor.
- When I selected a model and then I close the tab, I am still able to brush model, although I closed the tab. Please stop the painting and remove the model from the cursor.
- The multicreation box is not very intuitive. When I click enable and set radius/number, I expect, that - if I select ONE model from the list - that THIS model will be drawn on the ground. The same for a multiselection in the list. Maybe you should add a radiobutton called "use selected model(s)" and another one "from list" if the user wants to make a specific list. Maybe you could add a drag and drop behaviour for adding models to the list. If I selected only one model, show this model; if I selected multiple models, show a different cursor (a paintbrush) instead of a model). The delay between pressing the mouse and creating the objects is too long! A realtime painting might be better. BTW: I tried it and all objects were created at tne nullvector-position.
- The autoangle mode still doesnt work. I told you a method how to accomplish this, so it would be cool if you can correct it soon. When I uncheck auto-align, the mode is still working - I have to restart the engine with gameedit to get the default mode working!!
- Akwardly, all newly created objects get ultra-bright! Do you apply a material to them!? All previously created objects are correct lit (which are loeaded from the level).
- The scale to mouse option is very good, but why on earth do you implemented a independet scaling of the three axes? A uniform scaling mode would be ay better! To support both, use uniform scaling as default and a checkbox for "stretching".
- The option rotate to mouse is very very useful. But I would like more options for it, like "snap to object".. if I point to an object, the rotation orientation snaps to it (to be enabled via checkbox). Please add the rotate to mouse and scale to mouse feature for the standard scaling/rotating of objects, too! It often happens that you have to re-orientate the object and this way it would be super-easy and super-fast.
- I dont understand the random-scale feature. E.g. if I set as scale value "2.5" and enter there "20%", will the scale be between 2.5 and 3 (2.5 + 20% of 2.5) or between it or what? Please change it: allow this feature only for uniform scaling and show the value in the middle and left and right of it two boxes where the user can enter the upper and the lower border for the scaling. If the user defined a non-uniform scaling, use as pivot scale for this feature the middle of the three scale values.
- A entity pipette would be VERY USEFUL and I strongly recommend it. It often happens that you want to draw objects which should be exactly like this or that object. So a pipette would be cool: you click it, then the next click on the object selects the model from the list and uses this object as reference for the entity parameteres (action, scale, orientation.. etc.).
Model Settings Tab - You have several icons in the bottom.. please put them to the top.
- If I close the physics tab, the checkbox remains
- The tooltip frame is distorted (the right border is wrongly displayed)
- The set entity to ground function doesnt work for model environments..
- Its is super annoying that I have no listbox for actions like the material list!
- The numbers of the position are exceeding the box
- A animation frame preview would be very useful. E.g. I have a character which has a sitting-loop, but the first frame is the walk frame. So maybe you could add a slider which enables the user to select a specific frame.
Entity Navigator - If the navigator is opened, it would be good, if the listbox scrolls to an entity, when I select it in the scene.
Missing Things I miss... - a path editor for WED paths
- a list for positions to quickly jump to certain areas in the map
- a soundtool to set sounds in gameedit
(END OF LIST) This seems to be very much, but 90% of these things are IMHO very essential for levelediting and doable in a short time. I hope this helps! Cheers, Christian
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Re: GameEdit - Public Beta 3 - Win VC ++ 2005
[Re: TripleX]
#199034
11/21/07 22:37
11/21/07 22:37
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Joined: Oct 2002
Posts: 4,753 Munich, Bavaria, South of Germ...
TripleX
OP
Expert
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OP
Expert
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
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Hey, I added some features wished by Christian. In the next month I'll be completly busy with converting C-Script code to DLL and therefore allowing GameEdit to be executed in C-Lite. New features: Shortcut list:  A hand tool to move and scale and rotate objects to certain positions   Preview of creating models  Search for specific values, action names etc. in your map, to change e.g. all entities which have the bright flag attached.  Greetings, Timo
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Re: GameEdit - Public Beta - Win VC ++ 2005
[Re: PHeMoX]
#199038
11/27/07 22:50
11/27/07 22:50
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Joined: Jun 2005
Posts: 4,875
broozar
Expert
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Expert
Joined: Jun 2005
Posts: 4,875
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