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Re: Map-Editor first official screens [Re: TripleX] #52163
08/19/05 19:34
08/19/05 19:34
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...
Okay the full feature list

- Loading all Materials out of a WDL File
- Possible to adjust the Shader Code and all settings of every material in your game at Runtime. Wdl files will be actualized at the end of the game.
- Changing Every Skill/Flag etc. of every Entity in your Level
- Remove and Create(I'm working on the create atm) entities dynamicly
- Change the material of every Entity (or even assign a new material to an entity)
- Morph the Models in the Map
- Create and Remove materials at runtime
- Set the camera as dynamic light (for testing your materials)
- automatic building at the end (after exit;) if neccesary.
- Never forget.. All Map informations are saved in the wmp / $$m file

Overall the basic concept is finished (except creating models) But much more too do

big features planed:

- Finish the Code for createing Entities
- Maybe create Sounds (WED -> Add Sound)
- The list above
- Change the Skins of the Materials
- Ability to change the event function of materials ingame

TripleX

Re: Map-Editor first official screens [Re: TripleX] #52164
08/19/05 19:44
08/19/05 19:44
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
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bupaje  Offline
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Sorry if this is included in what you plan but just in case ....

Maybe a panel to play with fog and clipping ranges 'live' would be useful as well?

Do I understand you will not be able to change static lights -only dynamic? If this is the case might it be possible to do something like use static lights to 'emulate' a static light in the live view and then 'save as static light' and place a static light in that position with those setting automatically in WED? This way you can play with lighting a scene and when you have the a nice configuration generate the static lights and build. Ignore me if I misunderstood.

[EDIT: Ignore I see this is already planned ....]

Last edited by bupaje; 08/19/05 19:47.

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Re: Map-Editor first official screens [Re: bupaje] #52165
08/19/05 19:50
08/19/05 19:50
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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"Maybe a panel to play with fog and clipping ranges 'live' would be useful as well?"

Of Course this WOULD be possible.. But don't forget, that it is your script.. And with a script you have endless possibilities..So if you change the cliprange or don't use the camera view in your script i can not change this with the Map Editor..

I could write a starter for sth. like this.. But as I said..Changing sth. which isn't saved in the WMP file can be overwritten by you in the Script.

Triple-X

Re: Map-Editor first official screens [Re: TripleX] #52166
08/19/05 19:59
08/19/05 19:59
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
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bupaje  Offline
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Quote:

But don't forget, that it is your script.




Ahhh...right. I was already envisioning visually creating the entire game; got carried away.


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Re: Map-Editor first official screens [Re: bupaje] #52167
08/19/05 20:01
08/19/05 20:01
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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Btw nothing against your idea.. I'll implement Fog and Cliprange changing. But as said i can not gurantee that the developer don't overwrite these settings.

ATM I'm working that you can also change Entities which are dynamically created (ent_create)... If this is implemened i'll be able to start the entity creating code..

TripleX

Re: Map-Editor first official screens [Re: TripleX] #52168
08/19/05 20:15
08/19/05 20:15
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
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bupaje  Offline
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Oh, ok. Again, I'm no programmer so this may not make sense, but maybe fog, cliprange and others can be written to a mapeditor_alt.wdl so they can optionally include it for testing or if they change it they know where all these 'not saved in WMP' bits of code are at least.

Last edited by bupaje; 08/19/05 20:21.

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Re: Map-Editor first official screens [Re: bupaje] #52169
08/19/05 20:19
08/19/05 20:19
Joined: May 2005
Posts: 961
Bremen, Germany
tuschcarsten Offline
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tuschcarsten  Offline
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Posts: 961
Bremen, Germany
Oh yes, looks very good and sounds fantastic!

......I want to have this tool ...

Great work, Triple !

mfg tuschcarsten


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Re: Map-Editor first official screens [Re: tuschcarsten] #52170
08/19/05 21:03
08/19/05 21:03
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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Munich, Bavaria, South of Germ...
@Bupaje Sorry that i don't said sth. to the Easy particle implemantion.. Haven't read it.

A small statement: If this editor will be succesful, sfmat4 and I are playing with the thought to write a similar easyParticle (ingame-easyparticle).

But even if this editor will be very succesful. Don't plan with an Ingame-easyParticle in the near futur

TripleX

Re: Map-Editor first official screens [Re: TripleX] #52171
08/19/05 22:21
08/19/05 22:21
Joined: Mar 2005
Posts: 247
Deutschland, Koblenz
Zubera Offline
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Zubera  Offline
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Posts: 247
Deutschland, Koblenz
wow! I cant say more . This looks wonderful ^^.
Want to have *saber*

Re: Map-Editor first official screens [Re: Zubera] #52172
08/19/05 22:50
08/19/05 22:50
Joined: Jun 2005
Posts: 656
G
Grafton Offline
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Grafton  Offline
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G

Joined: Jun 2005
Posts: 656
Even if this dosent see frutation as invisioned, you must be a really cool person to be so generous to the 3DGS community. Thanks TripleX!


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