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Re: Map-Editor first official screens [Re: bupaje] #52153
08/19/05 18:00
08/19/05 18:00
Joined: Aug 2002
Posts: 906
the future
N
nuclear_winter Offline
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nuclear_winter  Offline
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Joined: Aug 2002
Posts: 906
the future
This is amazing!! Almost too good to be true. Keep it up!

Re: Map-Editor first official screens [Re: TripleX] #52154
08/19/05 18:02
08/19/05 18:02
Joined: Jan 2004
Posts: 2,013
The Netherlands
E
Excessus Offline
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Excessus  Offline
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Joined: Jan 2004
Posts: 2,013
The Netherlands
wow TripleX! That looks really fantastic!

About the light editing, is it possible (and not very hard) to draw on the lightmap? Then you could darken the area where the old, static light was, and place the dynamic light on the new place. I don't know anything about how the fileformats work, so forgive me if this is a stupid question.

Looking forward to playing with this.

Re: Map-Editor first official screens [Re: Excessus] #52155
08/19/05 18:33
08/19/05 18:33
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
TripleX Offline OP
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TripleX  Offline OP
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Joined: Oct 2002
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Munich, Bavaria, South of Germ...
@Excuss Nope its not really possible to access the shadowmap. I would have to change the wmb file at runtime etc.

The only possible way would be the deleting of the light in the $$M and WMP file and rebuilding with Update Lights..But this build proccess takes a while..

Triple-X

Re: Map-Editor first official screens [Re: TripleX] #52156
08/19/05 18:34
08/19/05 18:34
Joined: Aug 2003
Posts: 842
alabama
Drittz_Dourden Offline
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alabama
HOLY MOATCARP FATMAN THATS SWEET!!!! keep up the good work tripleX can't wait to get my hands on this!

Daniel

Re: Map-Editor first official screens [Re: Drittz_Dourden] #52157
08/19/05 18:52
08/19/05 18:52
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Posts: 2,541
Berlin
Realy very good idea. How save is it? I mean it can take a lot of time placing all entities, and when it´s then saved but going wrong it´s a big pain. And is it very handy, like keyboard shortcuts, artificail intelegence (auto placing entity on ground), out of solid, rotating with the ground etc.

EX Citer


:L
Re: Map-Editor first official screens [Re: bupaje] #52158
08/19/05 19:00
08/19/05 19:00
Joined: Mar 2005
Posts: 147
USA
IslandDreamer Offline
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IslandDreamer  Offline
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Posts: 147
USA
I second the idea of tightly integrating your new editor with Easy Particles! I'm not complaining, but how can you afford to do such great work for free?

Re: Map-Editor first official screens [Re: Drittz_Dourden] #52159
08/19/05 19:00
08/19/05 19:00
Joined: Mar 2005
Posts: 969
ch
Loopix Offline
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Loopix  Offline
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I was looking for something like this since the beginning! Thanks for working on it!
Only thing to add: adjusting terrain vertices in game

Re: Map-Editor first official screens [Re: Loopix] #52160
08/19/05 19:04
08/19/05 19:04
Joined: Feb 2005
Posts: 728
Germany, Berlin
Asse Offline
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Asse  Offline
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Joined: Feb 2005
Posts: 728
Germany, Berlin
@ Island_Dreamer: I've never seen him but maybe he is a little bit thick because of his great heart

Very good work Triple, I'll think about some additional features!


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] #52161
08/19/05 19:24
08/19/05 19:24
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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Posts: 3,815
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omg! Well.. thats TripleX ^^

I'm curious, not sure u posted it aleready, but what is the full feature list (by now)¿
looks Ultra (XL if Ati) nice!


"Yesterday was once today's tomorrow."
Re: Map-Editor first official screens [Re: Asse] #52162
08/19/05 19:30
08/19/05 19:30
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
TripleX Offline OP
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TripleX  Offline OP
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Joined: Oct 2002
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Munich, Bavaria, South of Germ...
lol [censored] (damn censored.. f..u..c..k..) ya asse

@loopix Adjusting terrain Vertics in game is not planed. Sorry.. Maybe I'll think about this in a later Version, but even at the moment it will take a long time too implement everything correctly

@all ideas that will be implemented (or I'll try to implement )

- Entity Navigator (Object list as ello suggested)
- Placing Entity on the ground
- Creating Entitiys at runtime
- Changing the Action of an Entity at runtime
- Rotating with the Ground

@EX Citer: Yes how save is it.. a good demur... Of course the idea of the editor is really unsave.. Change things in an wmp/$$M editor by hand (with string manipulations) is really difficult and vulnerable to bugs. Tough i've done a lot of testing (and i'll need a lot of beta testers) i've almost deleted all bugs.
But of course i don't have the illusion that i can eliminate all bugs (in a beta test). So i've programed a good Backup Manager.. (Create backups at every start, and everytime you want to )

What do you mean with the feature "out of solid" ?

thanks
Triple-X

[EDIT] @Ex Citer.. Oh sorry i haven't understand you correctly. You didn't mean how save your map is but how save your work results are. They are very save, because the WMP / $$M file are edited always after editing one model -> If your game crashs, the informations are saved.

This is not the case with the Materials. But if you want I can implement a "Save Materials" button for our nervous users

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