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Re: Map-Editor first official screens [Re: oliver2s] #52273
09/20/05 20:34
09/20/05 20:34
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline
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XNASorcerer  Offline
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
For you both, TripleX and Oliver2s, I just have to say this:
Thank you!!!

Re: Map-Editor first official screens [Re: XNASorcerer] #52274
09/30/05 15:43
09/30/05 15:43
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...
Totaly reprogramed the Material Loader function in the less time I was here in the last days. Now you wont have to create an own wdl for your materials, change much in your script etc... Now the following lines will be enough:

Material_Init("Maps"); //"Maps" is the subfolder ("" if mainfolder) where your Map files are
Material_Bind_WDL("Data\\Scripts\\materials.wdl"); //loads all materials out of the materials.wdl
Material_BIND_WDL("mainpart.wdl"); //loads all materials out of mainpart.wdl
//maximum of 40 binded wdl files

All WDL files won't be changed besides the material defitions itself (the values in the mat definition).

Triple-X

PS: Addionally I added an option to change the standard and block materials..

Last edited by TripleX; 09/30/05 15:57.
Re: Map-Editor first official screens [Re: TripleX] #52275
09/30/05 15:48
09/30/05 15:48
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
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Joined: Aug 2002
Posts: 3,258
Mainz
This comes very handy and userfriendly. Good Work

Re: Map-Editor first official screens [Re: TripleX] #52276
09/30/05 19:44
09/30/05 19:44
Joined: Sep 2005
Posts: 13
G
gamemakerdude Offline
Newbie
gamemakerdude  Offline
Newbie
G

Joined: Sep 2005
Posts: 13
so basically its wed ingame.......pretty cool idea

Re: Map-Editor first official screens [Re: gamemakerdude] #52277
10/05/05 01:44
10/05/05 01:44
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline
User
Carloos  Offline
User

Joined: Mar 2005
Posts: 514
Brazil
And...

Just need to say that your levels look very realistic.

Re: Map-Editor first official screens [Re: Carloos] #52278
10/09/05 18:10
10/09/05 18:10
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...
After a small programming pause i've implemted the multi-entity creation idea from frank and bupaje.. Generally you can change 3 settings. The number of the Entities which are created, the radius and finaly which entities. Tough with the Entity list also all settings (like barrel2.mdl has shadow activated) you've defined in these list are also used for the multi creation.

So for example the Multi-Creation tool can create 10 Barrels (barrel1.mdl) with shadow and 5 Barrels (Barrel2.mdl) without shadow.

Because some users also wanted to have a random parameter for each model I also implemented that idea.. Every Entity has a number which indicates how much per cent of the total amount of created models will be this specific model. If anyone is intrested here is the formula, that indicates how much "clones" of an specific model is created:

Number of Clones = (((Per-Centage Value of the specific Model * 100)/ All Percentage Values add together)/100 * Number indicating how much entities will be created at all)

At the end as alaways a screenshot:


suggestions and critizim as always welcome.

Planed features (to be programed in the next 2 weeks)
- "real" multi-selection. You wont only have a list where you can "multiselect" your entities but you can also select more than 1 entity in the main model window
- Model Editing (Painting on Skin and deforming)

The main problem is that i could implement unlimited features (particle editor, physics editor etc. etc.) but I wont be able to implementet all of these things.. We'll see what features will make it into the finished first version..


Triple-X

PS: I hope oliver foregives me the model theft

Re: Map-Editor first official screens [Re: TripleX] #52279
10/09/05 18:21
10/09/05 18:21
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Joined: Aug 2002
Posts: 3,258
Mainz
Quote:

PS: I hope oliver foregives me the model theft




Hehe, no problem

Re: Map-Editor first official screens [Re: oliver2s] #52280
10/10/05 09:17
10/10/05 09:17
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
Can you randomly scale the models? I think about using this tool for stones, grass or bushes that could have different sizes.


Models, Textures and Games from Dexsoft
Re: Map-Editor first official screens [Re: Machinery_Frank] #52281
10/10/05 10:37
10/10/05 10:37
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 I could implement a randomize parameter.
I'll think how this would be possible (There would have to be a max and min value which is difficult to implement.

Re: Map-Editor first official screens [Re: TripleX] #52282
10/10/05 13:48
10/10/05 13:48
Joined: Mar 2003
Posts: 569
FRAJO Offline
User
FRAJO  Offline
User

Joined: Mar 2003
Posts: 569
[scale=Min+random(abs(Max-Min));]


Last edited by FRAJO; 10/10/05 15:53.

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