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Re: Map-Editor first official screens
[Re: TripleX]
#52206
08/22/05 23:01
08/22/05 23:01
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Joined: Aug 2002
Posts: 2,692 California, USA
bupaje
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Posts: 2,692
California, USA
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I have another idea. Dan suggested something like this a while back http://www.coniserver.net/ubbthreads/sho...true#Post476174I was thinking it can be done like Paint Shop Pro tubes? Say you create a scene with some rubble -broken bricks- you can create 9 mdl of broken bricks, each a little different and rotated etc. When you finish your level you can go in and 'spray' or 'paint' these mdl's around by a broken wall for example and it would randomly insert any one of these models in this group on the floor. You could also say make sprites or models of pieces of broken glass and spray a few beneath a borken window, or grass sprites and spray/paint a few in a sidewalk crack to have them auto placed.
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Re: Map-Editor first official screens
[Re: bupaje]
#52207
08/23/05 08:12
08/23/05 08:12
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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This idea from bupaje is great but I would suggest following to make it more easy for TripleX:
It don't have to be a paint function. It could be a simple dialog where you enter the entity (or maybe a list of entities), a radius for a circular range, the number of entities and some ramdomize parameters, press enter and the function places randomly some entities.
That could be more easy to implement.
Models, Textures and Games from Dexsoft
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Re: Map-Editor first official screens
[Re: bupaje]
#52208
08/23/05 08:15
08/23/05 08:15
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Joined: Oct 2002
Posts: 361 Germany Cologne
hack-panther
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Senior Member
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Posts: 361
Germany Cologne
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wie wird das ganze denn funktionieren?
muss man das tool wie ein plugin im spiel einbauen oder muss man die map machen und sie dann abspeichern?
sicher muss man sein level erst laden, kann es dann editieren und dann abspeichern oder?
das wird sicher voll hammer wenn man alles so bequem ingame verändern kann....
hab ich richtig verstanden das du den EP-editor mit dem Map-Editor "verschmälzen" lassen willst?
bin mal gespannt wann du damit fertig wirst (ich hoffe noch dieses jahr ^^)
Hat der Editor schon einen namen? Easy-Map? *g*
Last edited by hack-panther; 08/23/05 09:34.
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Re: Map-Editor first official screens
[Re: hack-panther]
#52209
08/23/05 09:20
08/23/05 09:20
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Joined: Oct 2002
Posts: 4,753 Munich, Bavaria, South of Germ...
TripleX
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Munich, Bavaria, South of Germ...
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Quote:
It don't have to be a paint function. It could be a simple dialog where you enter the entity (or maybe a list of entities), a radius for a circular range, the number of entities and some ramdomize parameters, press enter and the function places randomly some entities.
Yes this could be done. I'll think about it. Maybe as Frank said. A Dialog in which you can choose:
- The used Entities (out of a List) - numbers (how many entities will be setted) - radius for the circle in which the entities are created - maybe some parameters like assigned action
After pressing OK you see a cyrcle at the ground (with the given radius) and you if you click the entities are created in this cyrcle.
But please never forget, in a big level such an instruction will take a long time (3-10 seconds). I have to edit the WMP and the $$M file for every entity.
But you're right. this would be very useful.
@hack-panther: Following steps are neccesary to inset the map editor in your game (at the moment):
1 (without material support). - include <map_editor.wdl>>; - Copy the needed files into your directory
2 (with material support) - include <map_editor.wdl>; - Copy the needed files into your directory - Open the created materials.wdl and copy every material into it - write //matstart over every material definition / //matstart material blubb )
Sadly it is a bit more complex to insert the mat editor with materials (maybe i can remove the last step). But I think the effort is acceptable.
Quote:
wie wird das ganze denn funktionieren?
(how will it work)
You play, press M freely adjustable) and the Map Editor will open. Maybe I'll implement a small button (if you want to) on which you can click.
The only requirements are: Skill8 and 70 (also adjustable ) of your Entites are reserved by the Editor, you have to do the steps above, and finally you must have >= A6 Extra
Triple-X
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Re: Map-Editor first official screens
[Re: TripleX]
#52210
08/23/05 15:23
08/23/05 15:23
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Joined: Oct 2002
Posts: 4,753 Munich, Bavaria, South of Germ...
TripleX
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The first screens of the Entity Creating menue. These shots are absolutly WIP shots, the menue design will be overworked completly (for allowing multiple entity selection -> see idea of utillia and frank above). You can say the map editor where your model files are (maybe over a windows dialog box..atm over a normal inkey box). Now the Editor show you all Files out of this directory. If you click at one you can see a preview in a view below (of course you can rotate/zoom in this view). Over a double click (you can also "pull" the entitiy in your level) the entity is created. The search function works too The Entity Navigator is also finished but not showable (the menue design is too bad at the moment ) have a nice day TripleX EDIT: Because the problem, where the entities are created. The entities are created at the camera position. After that the camera is moved away and look at the entity. I think this is a good solution. EDIT2: Terrain Support added.
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Re: Map-Editor first official screens
[Re: Juppp]
#52212
08/23/05 23:10
08/23/05 23:10
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Joined: Aug 2002
Posts: 2,692 California, USA
bupaje
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Posts: 2,692
California, USA
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Quote:
But please never forget, in a big level such an instruction will take a long time (3-10 seconds). ...
Not a problem. I would just add a 'Working...' type indicator and maybe a 'Cancel' if possible in case someone picks too many and gets stuck.
Amazing work TripleX.
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