What do you mean?If only someone could figure out for me this Z-Extents for the wall fans...
EGOBOO -- Another editor
Moderator: Developers
- bitnapper
- Tome Mimic (Module Baker)
- Posts: 135
- Joined: Fri Jan 30, 2009 3:33 pm
- Location: Somewhere near the alps
- Contact:
Z-Extents for Fan-Types
The fan types only describe the mapping of the points if you would draw it on the floor. This are the same values used to tell the Display-Engine how to map the texture to the different fans.
Imagine the map drawn with no textures onto the bottom, but no height given at all. But you know the wall types. Now you have to figure out which of the points have to be elevate to give it the familiar 3rd-Dimension.
The Question:
Which of the wall-points are on the floor and which above ?
No sweet without sweat.
Imagine the map drawn with no textures onto the bottom, but no height given at all. But you know the wall types. Now you have to figure out which of the points have to be elevate to give it the familiar 3rd-Dimension.
The Question:
Which of the wall-points are on the floor and which above ?
No sweet without sweat.
Two beer or not two beer... rather a malt whisky
- Zefz
- Squirrel Knight (Administrator)
- Posts: 3820
- Joined: Wed Jul 23, 2008 1:27 am
- Location: Norway
- Contact:
Sorry, I don't know the answer to that. Maybe birdsey has an idea, he has worked more on a MapEditor for egoboo. (I have only browsed through the Egoboo mesh code but never really studied how it works in detail).
[edit]
I noticed your current code doesn't allow detection for multiple buttons pressed simultaneously. This means you can't move diagonally pressing both up and left at the same time for example. This also disables key combinations such as SHIFT+LEFT for fast movement towards the left? (or a possible CTRL+X for exit for example). Maybe you should store keycode values as a bitfield in a int instead of a byte?
[/edit]
[edit]
I noticed your current code doesn't allow detection for multiple buttons pressed simultaneously. This means you can't move diagonally pressing both up and left at the same time for example. This also disables key combinations such as SHIFT+LEFT for fast movement towards the left? (or a possible CTRL+X for exit for example). Maybe you should store keycode values as a bitfield in a int instead of a byte?
[/edit]
- bitnapper
- Tome Mimic (Module Baker)
- Posts: 135
- Joined: Fri Jan 30, 2009 3:33 pm
- Location: Somewhere near the alps
- Contact:
Combined keys
Combined keys
The code does support combined keys for menu Points e.g. Left-Control-m for switching the map view on and off.
Combined keys for camera movement
These I have on my ToDo-List for later. For now I think its sufficient that the camera follows you, in a rough kind' to the point fan you have chosen in the 2D-Map.
Elevation of walls above bottom
Hooray I figured it out for the first one standard wall!!! Reading the code of EgoMap was not of a lot of help about that. But for the basics of 'simple mode'. Base level of adventurer map is 30 units...
Something to take a look at:
I have adjusted the display of the 2D-Map that it reflects the settings of the Wall-FX.
ToDo-List
Feel free to adjust the ToDo-List in the SVN as you think would fit best for a soon start from your point of view as you wish.
The code does support combined keys for menu Points e.g. Left-Control-m for switching the map view on and off.
Combined keys for camera movement
These I have on my ToDo-List for later. For now I think its sufficient that the camera follows you, in a rough kind' to the point fan you have chosen in the 2D-Map.
Elevation of walls above bottom
Hooray I figured it out for the first one standard wall!!! Reading the code of EgoMap was not of a lot of help about that. But for the basics of 'simple mode'. Base level of adventurer map is 30 units...
Something to take a look at:
I have adjusted the display of the 2D-Map that it reflects the settings of the Wall-FX.
ToDo-List
Feel free to adjust the ToDo-List in the SVN as you think would fit best for a soon start from your point of view as you wish.
Two beer or not two beer... rather a malt whisky
- bitnapper
- Tome Mimic (Module Baker)
- Posts: 135
- Joined: Fri Jan 30, 2009 3:33 pm
- Location: Somewhere near the alps
- Contact:
Progress of Work
Progress of Work
- The 'View' mode is completed
- Generation of empty maps, 'solid' and 'flat' works
Next step
- Switch to 'edit'-mode
- 'Simple' edit mode
- The 'View' mode is completed
- Generation of empty maps, 'solid' and 'flat' works
Next step
- Switch to 'edit'-mode
- 'Simple' edit mode
Two beer or not two beer... rather a malt whisky
- bitnapper
- Tome Mimic (Module Baker)
- Posts: 135
- Joined: Fri Jan 30, 2009 3:33 pm
- Location: Somewhere near the alps
- Contact:
Progress of Work
Progress of Work
- Simple edit mode is almost done
- You can switch between edit modes: None/Simple/Special
- Placing walls and floors should be possible (Mouse left/right button), but they are not adjusted 'automagically' yet
- Correct placing of camera, if a tile is chosen
- Combined keys for camera moves
Next to be done
- Adding functionality for editing textures and flags
- Test of code for 'simple' editing (I'll take another look into EgoMap)
Following that
- Load more of the level files ('spawn.txt' and 'passage.txt')
- Display of spawn-points and passages
- Simple edit mode is almost done
- You can switch between edit modes: None/Simple/Special
- Placing walls and floors should be possible (Mouse left/right button), but they are not adjusted 'automagically' yet
- Correct placing of camera, if a tile is chosen
- Combined keys for camera moves
Next to be done
- Adding functionality for editing textures and flags
- Test of code for 'simple' editing (I'll take another look into EgoMap)
Following that
- Load more of the level files ('spawn.txt' and 'passage.txt')
- Display of spawn-points and passages
Two beer or not two beer... rather a malt whisky
- bitnapper
- Tome Mimic (Module Baker)
- Posts: 135
- Joined: Fri Jan 30, 2009 3:33 pm
- Location: Somewhere near the alps
- Contact:
Survey
While I'm testing the 'simple' edit mode I'm looking ahead for the next step of map editing functions. At first, I can only offer editing 'by tile'.
Question
What functions are needed to make an easy editing for map creators ?
Thanks for your answers.
Question
What functions are needed to make an easy editing for map creators ?
Thanks for your answers.
Two beer or not two beer... rather a malt whisky
- bitnapper
- Tome Mimic (Module Baker)
- Posts: 135
- Joined: Fri Jan 30, 2009 3:33 pm
- Location: Somewhere near the alps
- Contact:
Progress of Work
Thanks Zefz. I take a look into it.
Progress of work
- FX-Flags ans Textures can be edited on a 'per tile' basis on existing maps
- Prepared dialog for generation of empty maps
- Started port of the 'wallmaker' code from EgoMap
Next work
- Some brush up on the interface
- First release of the editor
- Load/show passages
- Load/show spawning points
Progress of work
- FX-Flags ans Textures can be edited on a 'per tile' basis on existing maps
- Prepared dialog for generation of empty maps
- Started port of the 'wallmaker' code from EgoMap
Next work
- Some brush up on the interface
- First release of the editor
- Load/show passages
- Load/show spawning points
Two beer or not two beer... rather a malt whisky
- bitnapper
- Tome Mimic (Module Baker)
- Posts: 135
- Joined: Fri Jan 30, 2009 3:33 pm
- Location: Somewhere near the alps
- Contact:
Progress of Work
Progress of work
All done of the basics save the editing of the mesh (setting and changing walls).
Next work
- Place walls on a new map
- Placing walls and floors is broken
I saved the most work until the end of the first part . If I'm lucky, I have it done until mid of September.
Planned
- It it much simpler to choose a tile in the 3D-window (But much harder to code)
Stay tuned.
All done of the basics save the editing of the mesh (setting and changing walls).
Next work
- Place walls on a new map
- Placing walls and floors is broken
I saved the most work until the end of the first part . If I'm lucky, I have it done until mid of September.
Planned
- It it much simpler to choose a tile in the 3D-window (But much harder to code)
Stay tuned.
Two beer or not two beer... rather a malt whisky
- bitnapper
- Tome Mimic (Module Baker)
- Posts: 135
- Joined: Fri Jan 30, 2009 3:33 pm
- Location: Somewhere near the alps
- Contact:
Progress of Work
Progress of work
'Free' edit mode now works
Starting with a flat map, using mouse and keyboard, Walls, Tops and inner and outer edges can be set. How to achieve it work is described in the HowTo.
Basically are the steps:
- Choose a tile with the right mouse button
- Choose a one of the 5 possible tile types using the arrow keys
- Rotate the geometry, if needed
- Apply it to map with a click of the left mouse button
The wall type chosen and its rotation is kept until it's changed by the arrow keys.
At the moment, the map size must be set in the configuration file
Now I wish happy testing
Next work
- Dialog for choosing the map size
- Further work on the 'simple' mode from EgoMap
- Displaying spawn points
- Displaying passages
'Free' edit mode now works
Starting with a flat map, using mouse and keyboard, Walls, Tops and inner and outer edges can be set. How to achieve it work is described in the HowTo.
Basically are the steps:
- Choose a tile with the right mouse button
- Choose a one of the 5 possible tile types using the arrow keys
- Rotate the geometry, if needed
- Apply it to map with a click of the left mouse button
The wall type chosen and its rotation is kept until it's changed by the arrow keys.
At the moment, the map size must be set in the configuration file
Now I wish happy testing
Next work
- Dialog for choosing the map size
- Further work on the 'simple' mode from EgoMap
- Displaying spawn points
- Displaying passages
Two beer or not two beer... rather a malt whisky
- bitnapper
- Tome Mimic (Module Baker)
- Posts: 135
- Joined: Fri Jan 30, 2009 3:33 pm
- Location: Somewhere near the alps
- Contact:
Progress of work
Progress of work
- Fixed a bug which made display of 'big' textures completely wrong
- 'Edit'-Mode is automatically chosen, if a 'New map' is generated
- Walls can be set with actual chosen type directly using left mouse button
- Chosen fan is now signed with transparent color to see changes to textures immediately
Next work
- Reading 'SPAWN.TXT' and 'PASSAGE.TXT'
- Displaying spawn points
- Displaying passages
- Change editor to use float values for vertices (like map file)
- 'Auto-Welding' of vertices seems to be needed, because integer vertex points can change by a value about 1 unit, if a fan is rotated.
- Further work on 'simple' mode for drawing maps
- Mouse is not precise enough for choosing tiles in 'high-resolution' map (example: Griffin Tower)
Questions
- How about a first release, Zefz ?
- Somebody wants to help to write a proper 'HowTo' ?
After the first effort, I'll will take it a little bit slower adding more code.
- Fixed a bug which made display of 'big' textures completely wrong
- 'Edit'-Mode is automatically chosen, if a 'New map' is generated
- Walls can be set with actual chosen type directly using left mouse button
- Chosen fan is now signed with transparent color to see changes to textures immediately
Next work
- Reading 'SPAWN.TXT' and 'PASSAGE.TXT'
- Displaying spawn points
- Displaying passages
- Change editor to use float values for vertices (like map file)
- 'Auto-Welding' of vertices seems to be needed, because integer vertex points can change by a value about 1 unit, if a fan is rotated.
- Further work on 'simple' mode for drawing maps
- Mouse is not precise enough for choosing tiles in 'high-resolution' map (example: Griffin Tower)
Questions
- How about a first release, Zefz ?
- Somebody wants to help to write a proper 'HowTo' ?
After the first effort, I'll will take it a little bit slower adding more code.
Two beer or not two beer... rather a malt whisky
- bitnapper
- Tome Mimic (Module Baker)
- Posts: 135
- Joined: Fri Jan 30, 2009 3:33 pm
- Location: Somewhere near the alps
- Contact:
Progress of work
Work done
- Camera movment with arrow keys
- Speeding up camera movement holding left shift key
- Reading in SPAWN.TXT and PASSAGE.TXT files
- Code for 'simple' edit mode as in EgoMap (has to be tested)
Next work
- Displaying spawn points
- Displaying passages
- 'Weld' vertices
- 'Fix Map'-Tool for maps like Griffin Tower (screwed Textures ?)
- Camera movment with arrow keys
- Speeding up camera movement holding left shift key
- Reading in SPAWN.TXT and PASSAGE.TXT files
- Code for 'simple' edit mode as in EgoMap (has to be tested)
Next work
- Displaying spawn points
- Displaying passages
- 'Weld' vertices
- 'Fix Map'-Tool for maps like Griffin Tower (screwed Textures ?)
Two beer or not two beer... rather a malt whisky
- bitnapper
- Tome Mimic (Module Baker)
- Posts: 135
- Joined: Fri Jan 30, 2009 3:33 pm
- Location: Somewhere near the alps
- Contact:
Progress info
After a few days of sickness I'm working again on the editor
Actual work
- Rewrite of the code for 'easy' edit mode
- Preparation to display passages / spawn points on map
Actual work
- Rewrite of the code for 'easy' edit mode
- Preparation to display passages / spawn points on map
Two beer or not two beer... rather a malt whisky
- bitnapper
- Tome Mimic (Module Baker)
- Posts: 135
- Joined: Fri Jan 30, 2009 3:33 pm
- Location: Somewhere near the alps
- Contact:
Progress of work
Work done
- 'Simple' Edit-Mode with 'auto-magic' adjustement of adjacent tiles
- Welding points of tiles in 'simple' edit mode
Next work
- Choosing multiple fans
- Set Flags/Textures for multiple fans (Special edit-mode)
- Browsing passages and spawn points
- 'Simple' Edit-Mode with 'auto-magic' adjustement of adjacent tiles
- Welding points of tiles in 'simple' edit mode
Next work
- Choosing multiple fans
- Set Flags/Textures for multiple fans (Special edit-mode)
- Browsing passages and spawn points
Two beer or not two beer... rather a malt whisky