Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / XenWorld Editor - From XenMedia

Author
Message
Crazy Programmer
AGK Developer
20
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 29th Jul 2007 01:40
Keep up the work Xeno. Terrain support would be nice


Learning C++ thanks DGDK
Alquerian
18
Years of Service
User Offline
Joined: 29th Mar 2006
Location: Reno Nevada
Posted: 29th Jul 2007 07:50
This is turning out pretty good Xeno I noticed that the building you imported was light/shadow mapped. What did you lightmap it with?

Visit the Wip!
Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 29th Jul 2007 07:54
Thanks Ethan

The lightmapping was done in 3DWS

I might add lightmapping capabilities to this as well.

Alquerian
18
Years of Service
User Offline
Joined: 29th Mar 2006
Location: Reno Nevada
Posted: 29th Jul 2007 08:03
Using DarkLights?

Visit the Wip!
Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 29th Jul 2007 08:51
Maybe, or maybe something else, I'll think of it.

Sweet, its a hot topic now


I'm gonna add simple advanced terrain support

Not as advanced as your Terrain scape, but good enough to be used

Crazy Programmer
AGK Developer
20
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 29th Jul 2007 09:47
Quote: "I'm gonna add simple advanced terrain support "

yay! keep up the work


http://www.freewebs.com/zornoxstudios/
Learning C++ thanks DGDK
Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 30th Jul 2007 04:56
max ballwinkle
17
Years of Service
User Offline
Joined: 27th Nov 2006
Location: in a pineapple under the sea
Posted: 2nd Aug 2007 02:22
does collision work?


B-A-L-L-W-I-N-K-L-E
Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Kieran
18
Years of Service
User Offline
Joined: 6th Aug 2006
Location: Hamilton, New Zealand
Posted: 2nd Aug 2007 08:11
@max ballwinkle

Quote: "does collision work?"


Now why in the world would an editor have collision? That would be silly. Collision would be in a game though yes, but this is a world editor and not a game

Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 2nd Aug 2007 08:31
Kieran
18
Years of Service
User Offline
Joined: 6th Aug 2006
Location: Hamilton, New Zealand
Posted: 2nd Aug 2007 08:50
np Xeno. Great editor its looking awesome

Diggsey
18
Years of Service
User Offline
Joined: 24th Apr 2006
Location: On this web page.
Posted: 2nd Aug 2007 14:47
I see you're using a matrix for the grid

It's faster, and you don't get the diagonals, to use Cloggy's D3D plugin
(d3d_line3d)

Alquerian
18
Years of Service
User Offline
Joined: 29th Mar 2006
Location: Reno Nevada
Posted: 2nd Aug 2007 18:21
Quote: "It's faster, and you don't get the diagonals, to use Cloggy's D3D plugin
(d3d_line3d)"

This is what I use for WeedWorks I can attest that it is indeed fast!

Anyways, the editor is looking nice xeno. Keep up the good work.

Visit the Wip!
Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 2nd Aug 2007 18:41
The matrix was temporary until I found a faster solution. And now i have!



@Kieran,Diggsey,Alquerian, Thanks! I haven't been working on the editor lately, as I am working on the actual MMO. It's quite a time consuming project

Deathead
17
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 3rd Aug 2007 14:02
Quote: "Now why in the world would an editor have collision? That would be silly. Collision would be in a game though yes, but this is a world editor and not a game"

I know it is a world editor but I think he thinks that it is a world editor like FPSCreator where you create the world and make the game.

Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 3rd Aug 2007 19:14
Oh, I see. No, I'm not that good yet

Crazy Programmer
AGK Developer
20
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Lost in AGK
Posted: 3rd Aug 2007 19:16
Quote: "Oh, I see. No, I'm not that good yet"

Im sure you could figure it out.


http://www.freewebs.com/zornoxstudios/
Learning C++ thanks DGDK
Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 3rd Aug 2007 19:18
Don't push it

Nah, just messin. But as easy as that sounds, it would consume alot of my time that i wish to use for other reasons.

Maybe later I'll try making this a game developement tool.

Thanks

vorconan
17
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Wales
Posted: 4th Aug 2007 13:58
Fantastic work Xeno, this will be extremely helpful (compared to my WIP level editor at the moment anyway).

Just a quick question, when you save the level, do you basically just attach all objects as limbs to a parent object the export? That's the only way I've thought of anyway.

Thanks and good work


Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 4th Aug 2007 19:07
No, actually, I save everything as code.

Grab the demo, test it out, and you'll see that when you save, it saves to DBA code.

Thanks I'm glad this will be so helpful.

vorconan
17
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Wales
Posted: 5th Aug 2007 03:36
Oh I see, that seems like a much better method actually


Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 5th Aug 2007 03:44
Thanks

The only problem with it is loading levels. Now, I have to create a parser for the DBA code

It wont be that hard, but i just have to get my lazy arse to it.

vorconan
17
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Wales
Posted: 6th Aug 2007 00:06
Lol, parsers have always confused me



Inspire
17
Years of Service
User Offline
Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 6th Aug 2007 00:56
I don't even know what one is.

vorconan
17
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Wales
Posted: 6th Aug 2007 01:12
They use parsers to make external scripts for a program, like the FPSC .fpi for example.



Aaron Miller
18
Years of Service
User Offline
Joined: 25th Feb 2006
Playing: osu!
Posted: 6th Aug 2007 01:35
Not only external scripts, but real programming languages.

A parser goes through a string (or strings) of text and attempts to decipher (Spelling?) it's meaning.


Cheers,

-naota

vorconan
17
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Wales
Posted: 6th Aug 2007 01:44
You mean like how people make new programming languages through c++?



Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 6th Aug 2007 04:56
Well, heres an example.

Lets pretend I make a language called 'XenBASIC'

Heres some XenBASIC code...


That would make a cube with the object number 5.

What a parser would do is find the word 'cube', so it knows what to make.
Then it would take the '5' after the ':' and use that decide its object number.

Then, finding the ';', it would know that the command is done.



So for this parser I shall get the file path, the size, and what not. That will allow me to easy re-setup the levels.

Inspire
17
Years of Service
User Offline
Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 6th Aug 2007 05:49
Oh, thanks. I thought it was something like that.

Login to post a reply

Server time is: 2024-09-30 00:27:35
Your offset time is: 2024-09-30 00:27:35