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Re: Map-Editor first official screens [Re: TripleX] #52263
09/08/05 06:54
09/08/05 06:54
Joined: Feb 2005
Posts: 728
Germany, Berlin
Asse Offline
Developer
Asse  Offline
Developer

Joined: Feb 2005
Posts: 728
Germany, Berlin
Then you're cleverer than me


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] #52264
09/10/05 13:51
09/10/05 13:51
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...
One of the next important features makes big steps to the finish

With the multiselection Tool, you can select more that one Entity in the two Object lists (Object File List - lists all Objects out of a specific folder. Out of this list you can create objects dynamicly;;; Object Navigator List - A list showing all objects of the level sorted by materialname/wedname/filename) and assign them specific settings (example: Change the action for all entities with the filename barrel.mdl; Change the material of 10 different entities at the same time etc. etc.).

At the moment I'm developing the multiselection Tool in the File List. If you richtclick on one of the selected files you can change the settings with which they are created (e.g. you want to create the file "tree2.mdl" always with the material "tree2" assigned). These informations are saved in files, so you can restart your game as often you want. The informations are kept
The next logical improvement step is the multiple creating ("painting of entities on ground") of entities.

Much words one image:
(the multiselection tool works exactly as in windows. You can select multiple entities with [SHIFT] or [CTRL] ! Not everything you see in this screen is already working because its very complex, but the basic concept is standing!)


Triple-X

Re: Map-Editor first official screens [Re: TripleX] #52265
09/10/05 15:02
09/10/05 15:02
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline
Expert
XNASorcerer  Offline
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
Realy nice!!! I am loving this. And I can't wait to put my hands on it.

Re: Map-Editor first official screens [Re: XNASorcerer] #52266
09/14/05 21:20
09/14/05 21:20
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...
Finished the multi-selection system after a lot of work (more than 20K lines now ). I'm working on the implementing of the multi-selection system for the Entity-Navigator List atm. Will be much easier because the most things will be copy&paste.

After that I'll programm the multi-creating of Entities and a statistics window.



Triple-X

Re: Map-Editor first official screens [Re: TripleX] #52267
09/15/05 08:48
09/15/05 08:48
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
That will be very handy.


Models, Textures and Games from Dexsoft
Re: Map-Editor first official screens [Re: Machinery_Frank] #52268
09/15/05 09:15
09/15/05 09:15
Joined: Apr 2005
Posts: 1,058
Luzern
Nicolas_B Offline
Serious User
Nicolas_B  Offline
Serious User

Joined: Apr 2005
Posts: 1,058
Luzern
Wow. Dein Leveleditor wird immer besser
Respect!

Re: Map-Editor first official screens [Re: Nicolas_B] #52269
09/15/05 17:20
09/15/05 17:20
Joined: Sep 2005
Posts: 5
J
jtbullet Offline
Newbie
jtbullet  Offline
Newbie
J

Joined: Sep 2005
Posts: 5
Maybe this has been addressed, or is completely out of place here, but since it seems to be a material issue, ill try here. What I understand normal mapping to be is:
a bump map generated from a high poly model, in zbrush or something like that, which is then to be applied to a low poly model at render time(like in an engine).
If this is true, then woudl you be able to simply select a model, and then navigate to a normal map to be applied, and let the engine do the rest?
Thanks and sorry im so new.
Jarrett

Re: Map-Editor first official screens [Re: jtbullet] #52270
09/19/05 15:29
09/19/05 15:29
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...
added Copying entities, move modes for the arrows (scaling/rotating/moving), collision actiavtion while moving and almost finished the mass changes for entities.
But I have not much time atm (school, friends and a game project ) but of course I'll work on
One another good news.. The entity creating/changing (main part of the editor) is stable now.. Haven't got a crash in this part for the last week

Maybe I'll also implement some Physics Features and/or SkyBox Features.. But probably not in the first release.

@jtbullet Sory better write such posts in the shader forum and before read some c-script Tutorials.

Triple-X

PS: BTW before anyone mentioned it. This editor and IceX2 (or Oliver and I) are no rivals. This editor is for Ingame Editing, and changing parts of a Level - especially balancing and so on, but NOT for creating whole new levels. Olvers IceX 2 is for designing full new OUTDOOR levels. Not for changing entity skills etc. at runtime.
But of course from the build up 30% of the scripts are the same so we sometimes exchange some scripts for getting faster a better result

PS2: Btw.. The Name of the Editor is GameEdit

Re: Map-Editor first official screens [Re: TripleX] #52271
09/19/05 18:26
09/19/05 18:26
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Quote:

PS2: Btw.. The Name of the Editor is GameEdit




Why not name it EasyGameEdit

Re: Map-Editor first official screens [Re: oliver2s] #52272
09/19/05 18:37
09/19/05 18:37
Joined: May 2005
Posts: 961
Bremen, Germany
tuschcarsten Offline
User
tuschcarsten  Offline
User

Joined: May 2005
Posts: 961
Bremen, Germany
WOW
I think this will become a very very owerful tool


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