Good good
. I didn't get your email, obviously a problem somewhere there.
The editor I imagine eventually to be able to do the following things...
- Place rigid bodies. Can do already, though support for Walabers rigid body format would be good in the end. We could invent a new format and have a part of the editor for assembling complex rigid bodies, but if there is already something doing it, why not use it?
- Place pickups. E.g. things like ammo, weapons or health packs. A pickup object could simply have a type setting (what type of pickup it is), radius for collection, and a reference to a physical object to represent the pickup. This way it requires minimum coding to add this feature.
Weapon and ammo pickups could be more difficult as they would need to reference which weapon they represent. I think the best way to do this is to have an index number for the weapon, and then whichever weapon is loaded into slot "x" will be assigned to that pickup. Maybe the rigid body could be referenced from within the weapon file, and loaded in the game rather than the editor.
- Place particle effects. When/if you want to do this, email me and I'll send you the particles module, as it is already made. I'll send you all the information you need about how it works too
. It would be best if the editor could edit values for particle effects, in much the same way as it can edit phob files now.
- Update rigid bodys when files are updated. Ideally when you change the values of a phob (or anything else, eg. particle, if they are implimented) file, all the objects that were created from that phob file, in the editor should be updated to match the new values.
- Place team start points. The start points would be very simple to impliment. Simply have a value for position, a value for which team starts at that point (1, upwards, maybe 0 for anybody).
- Newton Joints. I'm not sure about this one, it could be quite advanced. I don't think Walabers rb editor does joints, but you would need some sort of system to create joints and attach rigid bodies to them. You can think about this one if you want to do it.
- Bouyancy. Would need to be built into the rigid body library, but a simple option to define areas of water, presumably just like everything else in the editor, and the ability to set an objects bouyancy settings is all that's needed. Could have an object representing the water built in, that's up to you, it could just be a separate object for the water surface, and underwater effects could be done in game.
- Ai stuff, eg. enemies, trigger points, etc. This I hardly have any ideas about, and it would probably be a longer way off than the other stuff. This one is going to require some thought and discussion before we even consider starting to impliment it.
- Other properties of object, eg. damage levels, with model damage levels, explosions. All the other little features of a level that may be good.
If you have any ideas about how this may work better, I'd sure like to hear them
. I'm not the be all and end all of what goes on with this project.
Ps. Hawkeye, nice music
. Looking forward to the final version.
Isn't it? Wasn't it? Marvellous!