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3 Dimensional Chat / What does my editor need?

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Mussi
22
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Joined: 27th Jan 2003
Location: Netherlands
Posted: 12th Feb 2004 23:24 Edited at: 13th Feb 2004 19:01
Hi guys,

I'm making this editor to make my life a bit easier and if it's finished yours to . so what I've tought up are the following things:

vertrex editing (easy)
lighting (easy-normal)
object settings (easy)
texture applying (easy)
uvw editing (normal-hard)
waypoints (easy)
waypoint settings (easy)
event system (easy)
sound (easy)
collision (easy when my .Dll is finished)

are there any other things that should be included?
and about the event system, what kind of events should it include? I tought something like when player hits an object or when a certain amount of objects are hit do something, could you guys help me think of some more?

thnx in advance,

Mussi



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb
JeroenNL
21
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Posted: 13th Feb 2004 01:50
The things you've mentioned are sometimes part of an editor (like vertex editing) and sometimes part of a 3d engine (like collision). You need to define your exact needs first. In other words, do you want to create an editor or a 3d engine?

Use the free 3D modeller DeleD to get skilled in 3d editing! Visit http://www.gamefortress.com/delgine for more info.
Mussi
22
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Joined: 27th Jan 2003
Location: Netherlands
Posted: 13th Feb 2004 18:59
Well I'm creating this editor to save me some programming and be able to have an overview of my scene. So I'm using it to aid me in programming my games and hopefully aid some other users to



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb
BearCDPOLD
21
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Joined: 16th Oct 2003
Location: AZ,USA
Posted: 14th Feb 2004 01:28
Try implementing the placement of enemies (like the rts scenario editors), and being able to set attributes such as intelligence level, health, etc.
I don't know how collision would go in an editor, but definitely include it in the package.

Juvenile Industries
Current Project: KillZone(FPS)
Soon to come:An rts, and a snowball fight game
james1980
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Posted: 14th Feb 2004 03:29
collision by object would be perfect.(any 3d things)
zircher
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Location: Oklahoma
Posted: 14th Feb 2004 04:56
If you can get BSPs to load. Add the ability to include entities and export that as a loading script or DBP code and you would have a really useful tool. There are plenty of editors out there, but DBP needs more production tools.
--
TAZ

Mussi
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Joined: 27th Jan 2003
Location: Netherlands
Posted: 14th Feb 2004 13:48
what would you need BSP for if you can use .X, .3DS, .DBO levels with full collision?

some otherthings I'm adding:

LOD system (easy)
Mesh terrains (normal-hard)
Lightmapping (hard, may want to wait for update 6)
Spawn points (easy)



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb
bitechu
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Joined: 29th Dec 2003
Location: Massachusetts
Posted: 14th Feb 2004 23:51
Going from what I've read when you compile a .map file into a .bsp the hidden polygons (where walls join and stuff) are removed to speed the rendering process when loading the geometry.

I asked about the "compile csg" command but received no reply...I have been unable to figure out how to use it to optimise a level created in .x format.

Creating a large level using models (.x,.dbo,.3ds) might create a performance problem (haven't tested this to confirm).

Asus A7N266-C/1.12MB PC2100DDR/AMD XP2100+/Asus Ti4600 128MB
Mussi
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Location: Netherlands
Posted: 15th Feb 2004 00:16
I got higher FPS rates using .X models and had less problems with them as there are some bugs with the BSP commands in DBP. but it will also include a LOD system so that objects on a distance are replaced by a lower detailed object.



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb
Mussi
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Posted: 17th Feb 2004 22:02
+heightmap support for mesh terrains

so do you guys think that's enough? or should it include more?



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb
zircher
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Location: Oklahoma
Posted: 18th Feb 2004 00:29
LOD works on objects. To use that effectively with .X files, you would not have the level as a single .X model. One method would be to use 'pre fabs' where each one is might be a room sized object. But now, you have to load all the pre fabs and position them to recreate the level. Such an editor would need to save that data as a script for loading or write out DBP code directly.
--
TAZ

JeroenNL
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Posted: 18th Feb 2004 12:11 Edited at: 18th Feb 2004 12:11
DeleD uses prefabs and can save the level to an .X file. You'll end up with just one .X file containing all prefabs on their correct location (as specified by the user in DeleD). Maybe that'll help?

Use the free 3D modeller DeleD to get skilled in 3d editing! Visit http://www.delgine.com for more info.
Van B
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Posted: 18th Feb 2004 12:58
A cloning tool would be handy, like if you spend ages making a tree, a tool that let you copy it then paste it at different Y angles would be very cool, sorta like a brush but 3D.

If your going for editable structures, like you'll be able to do everything inside the one editor - then try and use really technical interfaces with ruler guides and guidelines. There's nothing more frustrating than trying to get a line level without a proper measurement system. A good definable grid snap is a must too.


Van-B


The nature of Monkey was irrepressible!.
Mussi
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Location: Netherlands
Posted: 18th Feb 2004 20:22 Edited at: 18th Feb 2004 20:38
Quote: "LOD works on objects. To use that effectively with .X files, you would not have the level as a single .X model."


You could export it to one big .X files but that wouldn't be so handy. I was thinking about making some sort of my own format, it would store all .X objects and data in 1 file and you could load it using a simpel function

Quote: "DeleD uses prefabs and can save the level to an .X file."

I need to make some prefabs to, and a function in the editor so you can save objects as prefabs would be nice to I think

Quote: "A cloning tool would be handy, like if you spend ages making a tree, a tool that let you copy it then paste it at different Y angles would be very cool, sorta like a brush but 3D."


Yea, I was thinking about making a tool like AXIS CONSTRAIN in 3dsmax,it let's you specify the number of copies and in which direction and stuff it should copy.

Quote: "If your going for editable structures, like you'll be able to do everything inside the one editor - then try and use really technical interfaces with ruler guides and guidelines."


I'll make it as clear as possbile

also I tought about a tilt tool, like if you want to put some trees on your mountain the editor would tilt the tree so that it perfectly alligns to the mountain.

and some other tools for vertex editing, welding vertrices and connecting them so you can avoid gaps in meshes + detaching poly's to a different object and attaching objects to another object

thnx all



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb
Mussi
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Location: Netherlands
Posted: 17th Mar 2004 16:56
lol, not many people seem to be interested , maybe a few screens will fix things up. I'll post them as soon as possible



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb

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