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Re: Map-Editor first official screens [Re: Machinery_Frank] #52223
08/25/05 18:21
08/25/05 18:21
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
TripleX Offline OP
Expert
TripleX  Offline OP
Expert

Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
Yes we'll of course write a Tutorial.

Never forget this is a "half Map Editor" so its not that easy to use

@wildcard nope there is no beta available, and i'm aware that there won't be a beta in the next 8 weeks Tough there will be a beta test..

Triple-X

Re: Map-Editor first official screens [Re: Machinery_Frank] #52224
08/25/05 19:22
08/25/05 19:22
Joined: Feb 2005
Posts: 728
Germany, Berlin
Asse Offline
Developer
Asse  Offline
Developer

Joined: Feb 2005
Posts: 728
Germany, Berlin
Quote:

Can you tell me if there is allready a beta version available for testing/playing around with or is it still to early?




You have my ICQ number Triple, don't you?!

And keep on working! I would sell my car to get you knowledge - ähm.. or better the one of my girl-friend


A6.31.4 Commercial AMD Athlon XP 2400+ Radeon 9800Pro 512MB DDR-Ram Windows XP Professional SP2 3D GameStudio Magazin
Re: Map-Editor first official screens [Re: Asse] #52225
08/25/05 20:27
08/25/05 20:27
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
TripleX Offline OP
Expert
TripleX  Offline OP
Expert

Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
o_O your car? kay.. wanna trade?

Re: Map-Editor first official screens [Re: TripleX] #52226
08/25/05 20:39
08/25/05 20:39
Joined: Feb 2005
Posts: 728
Germany, Berlin
Asse Offline
Developer
Asse  Offline
Developer

Joined: Feb 2005
Posts: 728
Germany, Berlin
Lil' bit offtopic but here it is
http://www.astra4ever.net/viewtopic.php?t=18114

Now we should discuss over the committing of the knowledge


A6.31.4 Commercial AMD Athlon XP 2400+ Radeon 9800Pro 512MB DDR-Ram Windows XP Professional SP2 3D GameStudio Magazin
Re: Map-Editor first official screens [Re: Asse] #52227
08/25/05 21:05
08/25/05 21:05
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
Rabbit Developer
Inestical  Offline
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
nice vec u got there ^^


"Yesterday was once today's tomorrow."
Re: Map-Editor first official screens [Re: Inestical] #52228
08/25/05 21:59
08/25/05 21:59
Joined: Oct 2001
Posts: 1,285
USA
Guardian Offline
Serious User
Guardian  Offline
Serious User

Joined: Oct 2001
Posts: 1,285
USA
What kind of car is that it looks very nice.

Oops sorry off topic.

Last edited by Guardian; 08/25/05 22:05.

Guardian

Game Models
Re: Map-Editor first official screens [Re: Guardian] #52229
08/25/05 22:25
08/25/05 22:25
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
TripleX Offline OP
Expert
TripleX  Offline OP
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Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
lol enough off-topic

better discuss about models and shaders you really need (that will be included in the editor) (or any other suggestions for the editor ) I'll have a look at them at home

TripleX

PS: hmm Asse... if I think about it.. when do you want to transfer our brains?

Re: Map-Editor first official screens [Re: TripleX] #52230
08/25/05 23:44
08/25/05 23:44
Joined: Jan 2005
Posts: 330
USA
M
MatAllum Offline
Senior Member
MatAllum  Offline
Senior Member
M

Joined: Jan 2005
Posts: 330
USA
Looks awesome... only one complaint. Now I have to buy some new stuff after pouring thirty gallons of drool on everything in the vicinity lol. Not really, but I can't wait to see how this turns out. The preset libraries sound good too. When I finish Performance Monster Racing I will probably make a game like this where this thing will come in handy. Great job, again!

Re: Map-Editor first official screens [Re: TripleX] #52231
08/26/05 08:54
08/26/05 08:54
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Quote:

...better discuss about models and shaders you really need (that will be included in the editor) (or any other suggestions for the editor )...




Oh well. I like that topic even much more. What kind of shaders to you plan to insert? It could be very cool to have a good shader library with callbacks so that we could use different kind of Bump-, Normal- and Prallaxmappings depending on the hardware. But I don't have any experiences with shaders and I even do not know how much experiences you or SFMAT4 does have in this field.

You could even contact Rhuarc and create a special version of the editor with a good shader library.

And besides that you could extend the editor for outdoors with the possibility to change terrain in real time and paint with several textures. This version could have some outdoor shaders. But I think this one could even be a later upgrade (may be a commercial one).

And I have another idea: Give the editor for free (may be with a little test shader) but sell a pro edition with a very good shader library. I would pay for the special edition and the other ones that don't want to pay can get the light version.

Frank


Models, Textures and Games from Dexsoft
Re: Map-Editor first official screens [Re: Machinery_Frank] #52232
08/26/05 14:12
08/26/05 14:12
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
TripleX Offline OP
Expert
TripleX  Offline OP
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Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
"for outdoors with the possibility to change terrain in real time and paint with several textures"

Because of many requests this is planed. But don't be too sure that it will be available in the first version of the editor.
Maybe I'll do such an Terrain part with the help of oliver2s (who already wrote such a code) because it don't makes much fun to program about 3000 lines of code if such a thing is already progamed ^^. We'll see.

Overall the next big features that are planed are:

- Multiple Entity creation
- Presetting for every Entity in the Creation List (z.B. you can rightclick on Tree1.mdl and change the Flag Transparent to on. Always if you create Tree1.mdl now, this tree will be transparent)
- Map-Properties (The assigned WDL, Ambient, Clip Range, Fog Color etc.)
- Wireframe View: all objects and the map is displayed in wireframe mode
- And Terrain support (deforming / painting)

hmm really hard if you have such a list but can not start to progam :'(
^^

Triple-X

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