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Work in Progress / XenWorld Editor - From XenMedia

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Crazy Programmer
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20
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Posted: 29th Jul 2007 01:40
Keep up the work Xeno. Terrain support would be nice


Learning C++ thanks DGDK
Alquerian
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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?

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Xenocythe
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Posted: 29th Jul 2007 07:54
Thanks Ethan

The lightmapping was done in 3DWS

I might add lightmapping capabilities to this as well.

Alquerian
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Posted: 29th Jul 2007 08:03
Using DarkLights?

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Xenocythe
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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
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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
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Posted: 30th Jul 2007 04:56
max ballwinkle
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Posted: 2nd Aug 2007 02:22
does collision work?


B-A-L-L-W-I-N-K-L-E
Xenocythe
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Kieran
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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
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Posted: 2nd Aug 2007 08:31
Kieran
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Posted: 2nd Aug 2007 08:50
np Xeno. Great editor its looking awesome

Diggsey
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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
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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.

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Xenocythe
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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
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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
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Posted: 3rd Aug 2007 19:14
Oh, I see. No, I'm not that good yet

Crazy Programmer
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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
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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
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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
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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
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Posted: 5th Aug 2007 03:36
Oh I see, that seems like a much better method actually


Xenocythe
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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
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Posted: 6th Aug 2007 00:06
Lol, parsers have always confused me



Inspire
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Posted: 6th Aug 2007 00:56
I don't even know what one is.

vorconan
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Posted: 6th Aug 2007 01:12
They use parsers to make external scripts for a program, like the FPSC .fpi for example.



Aaron Miller
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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
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Posted: 6th Aug 2007 01:44
You mean like how people make new programming languages through c++?



Xenocythe
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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
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Posted: 6th Aug 2007 05:49
Oh, thanks. I thought it was something like that.

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