Egoboo Community Forum

The Legend of Egoboo Sporks of Yore
It is currently Wed Jul 30, 2014 9:13 pm

All times are UTC




Post new topic Reply to topic  [ 271 posts ]  Go to page 1, 2, 3, 4, 5 ... 19  Next
Author Message
 Post subject: Modbaker Development
PostPosted: Sat Jan 03, 2009 5:31 pm 
Offline
Tome Mimic (Module Baker)
Tome Mimic (Module Baker)

Joined: Sat Jan 03, 2009 5:17 pm
Posts: 176
Location: Germany
Hi everyone,

I want to use this thread about the development of my project "ModBaker".

What is ModBaker?
ModBaker will be a tool to create / edit modules for Egoboo. The first version will allow vertex and texxture modifications. In later versions, I've planned to add support for placing objects.

Why are you creating something new? There are EgoMap and Cartman!
I wanted to start with a new codebase, so I'm completely independent from the Egoboo code. This means that I'll re-implement all needed functions for rendering etc.

I'm doing that for several reasons:
- To keep the code / binary as clean as possible
- To make the code easier to understand

I'll release the source code if I got a basic version of vertex and texture edit running.
Currently I managed to render the 3d mesh based on the Egoboo svn/trunk code.

(Items marked with * are finished.)

Current features (last update: 2009/08/09)
* Load / save / create mesh
* GUI system with mouse support
* Keyboard shortcuts for some of the editing functions
* Vertex editing
* Draw textures onto the mesh
* Three edit modes: Tile, vertex and object (object is currently only a place holder)
* Display objects (based on spawn.txt and the icon of the object)
* Implemented a selection to edit multiple vertices / tiles at the same time
* Load / edit / save menu.txt using a GUI
* Display / set tile flags & types

ToDo list for ModBaker 0.7
- wall / floor tool
- PhysFS integration
- a config dialog
- camera rotation
- show save dialog before quitting
- new selection system
* added a button to reload the textures
* added a button to switch the tile texture size (small / large textures)
* apply the texture size when draowing
* Bugfix: tile0.bmp does not get reloaded properly
* correct tile3.bmp handling (currently it won't get handled correctly in the ice palace)

ToDo list for ModBaker 0.8
- load / edit / save pasage.txt
- edit / save spawns.txt
- Reload spawn.txt / the objects
- place / move objects via the mouse
- Generate the minimap
* Tutorial for building ModBaker on Windows / Linux
- Redo some of the icons
- Autosave function
- Extend the "new mesh" function (so other subsystems (spawns, objects, textures, ...) automatically get reloaded)
- drag'n'drop for tile types, tile flags, textures and walls/floors

ToDo list for ModBaker 0.9
- lighting
- edit lights

ToDo list for ModBaker 1.0
- GUI improvements
- better memory handling (add cleanup functions etc.)
- Bugfixes
- Module Manager integration

Planned GUI improvements
- Show object icon in the object ist
- Add tileset definitions for the "new mesh" function
- Allow GUI elements like checkboxes etc.

Screenshots
- Editing the menu.txt file
- "New mesh" GUI
- The mesh + objects get rendered

_________________
/me is back!
ModBaker development thread | ModBaker dev blog


Last edited by xenom[GER] on Sat Sep 12, 2009 10:20 am, edited 14 times in total.

Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 03, 2009 5:33 pm 
Offline
Squirrel Knight (Administrator)
Squirrel Knight (Administrator)
User avatar

Joined: Wed Jul 23, 2008 1:27 am
Posts: 3787
Location: Norway
Niiice :D

Have you had any thoughts about tile flagging to? (water, reflectional, impassable, etc.)

What about passages? Some people like woodmouse really have trouble placing these things.

_________________
http://egoboo.sourceforge.net
Image

"Always trust a grinning fox. Trust me."


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 03, 2009 5:34 pm 
Offline
Queen Penguin (Senior Member)
Queen Penguin (Senior Member)

Joined: Wed Jul 23, 2008 1:51 am
Posts: 6233
Location: Midrule, 'tween Lorule 'n' Hyrule
Welcome and have a lightbulb! :idea:
Yay for Modbaker.

_________________
penguinflyer2222 wrote:
So I don't make sense, but alas we need is epic!


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 03, 2009 5:34 pm 
Offline
Monolich (Senior Member)
Monolich (Senior Member)
User avatar

Joined: Wed Jul 23, 2008 3:53 pm
Posts: 4548
Location: Finland
Yea, if you can somehow make it so passages can be made in that, WOO!!! :woo:

_________________
Meus unicornis Francus non Francus est, ergo non unicornes oriunda e Francia.
My French unicorn is not French, thus no unicorns are from France.
~Pope Germanus XXX


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 03, 2009 5:34 pm 
Offline
Darkshine Knight (Extremist fanatic)
Darkshine Knight (Extremist fanatic)

Joined: Fri Jul 25, 2008 8:16 pm
Posts: 3998
Location: San Diego, CA
PLEASE make sure that it doesn't corrupt map vertices!

_________________
"Failing to plan is planning to fail."
Bug me if you want to play a game.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 03, 2009 6:23 pm 
Offline
Lumberjack (Developer)
Lumberjack (Developer)
User avatar

Joined: Wed Jul 23, 2008 6:56 am
Posts: 7271
Maxaxle wrote:
PLEASE make sure that it doesn't corrupt map vertices!

AFAIK that doesn't happen neither in Egomap nor in Cartman.

Good job Xenom, looks great so far. :clap: :woo:
Oh, and yeah, passages are very important. I'm not saying you should implement passage configuration, but it would be nice if it could at least display them.

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 03, 2009 6:55 pm 
Offline
{]-[0{0|307 (Developer)
{]-[0{0|307 (Developer)

Joined: Wed Jul 23, 2008 4:22 am
Posts: 1863
Location: Minnesota, USA
Interesting idea. Keep us updated!


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 03, 2009 7:04 pm 
Offline
Massive Gelfeet (Developer)
Massive Gelfeet (Developer)
User avatar

Joined: Wed Jul 23, 2008 4:54 am
Posts: 3174
Location: Midwestern United States
Yay, you've finally joined the forums! :P
Cookie: :cookie:


Sounds cool.
Do you plan to add mouse functionality at some point or is the plan still to do it keyboard-only?

_________________
[I bailed on Egoboo a while back; of course, now it's pretty much over anyway. I still make things. Follow me on Twitter because I talk about that sometimes, and the rest of the time I say depressing things and am awkwardly pompous.]


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 03, 2009 8:29 pm 
Offline
Tome Mimic (Module Baker)
Tome Mimic (Module Baker)

Joined: Sat Jan 03, 2009 5:17 pm
Posts: 176
Location: Germany
Thanks for the comments!

Zefz wrote:
Have you had any thoughts about tile flagging to? (water, reflectional, impassable, etc.)

What about passages? Some people like woodmouse really have trouble placing these things.

I don't have an exact plan yet, but those two shouldn't be too hard to add later. But the first features will be basic mesh editing.

Maxaxle wrote:
PLEASE make sure that it doesn't corrupt map vertices!

If you start a new map, everything should be fine. I recognized that some vertices in the adventure starter (the module I'm testing everything with) are messed up. I don't know if that comes from the float precision of if this is something else. But I thought of adding a "weld" function to weld selected / near vertices, in case something goes wrong. :-)

PurpleSquerkle wrote:
Do you plan to add mouse functionality at some point or is the plan still to do it keyboard-only?

That's what I'm currently working on (select vertices with the mouse). I'll add keyboard shortcuts, too.

_________________
/me is back!
ModBaker development thread | ModBaker dev blog


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 03, 2009 8:30 pm 
Offline
Massive Gelfeet (Developer)
Massive Gelfeet (Developer)
User avatar

Joined: Wed Jul 23, 2008 4:54 am
Posts: 3174
Location: Midwestern United States
So is this mostly full vertex-based editing or does it do tile-based stuff like Egomap?

_________________
[I bailed on Egoboo a while back; of course, now it's pretty much over anyway. I still make things. Follow me on Twitter because I talk about that sometimes, and the rest of the time I say depressing things and am awkwardly pompous.]


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 03, 2009 8:41 pm 
Offline
Protector (Senior Member)
Protector (Senior Member)
User avatar

Joined: Wed Jul 23, 2008 8:46 pm
Posts: 8388
Location: Australia
Goodie, Xenom registers!
All I can say is ModBaker looks really, really cool.
If you can package in everything we've suggested so far (Especially passages! :twisted: ) this will be one heck of an editor.

_________________
"The why-dunnit is equally as important as the who and how. Never ignore the heart!"

Facebook: Trilby


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jan 03, 2009 9:46 pm 
Offline
Tome Mimic (Module Baker)
Tome Mimic (Module Baker)

Joined: Sat Jan 03, 2009 5:17 pm
Posts: 176
Location: Germany
PurpleSquerkle wrote:
So is this mostly full vertex-based editing or does it do tile-based stuff like Egomap?

Mainly it's vertex-based. Maybe it's possible to add a tile-based selection later.

_________________
/me is back!
ModBaker development thread | ModBaker dev blog


Top
 Profile  
 
 Post subject: Re: Modbaker Development
PostPosted: Sun Jan 04, 2009 4:47 am 
Offline
Rust Eater (Senior Member)
Rust Eater (Senior Member)
User avatar

Joined: Thu Jul 24, 2008 6:37 am
Posts: 3621
Location: Australia
xenom[GER] wrote:
Hi everyone,

I want to use this thread about the development of my project "ModBaker".

What is ModBaker?
ModBaker will be a tool to create / edit modules for Egoboo. The first version will allow vertex and texxture modifications. In later versions, I've planned to add support for placing objects.

Why are you creating something new? There are EgoMap and Cartman!
I wanted to start with a new codebase, so I'm completely independent from the Egoboo code. This means that I'll re-implement all needed functions for rendering etc.

I'm doing that for several reasons:
- To keep the code / binary as clean as possible
- To make the code easier to understand

I'll release the source code if I got a basic version of vertex and texture edit running.
Currently I managed to render the 3d mesh based on the Egoboo svn/trunk code.

ToDo-List
- Make sure the mesh / camera positions are right
- Mouse support
- Texture editing
- Vertex edit
- Saving the mesh again

Screenshots
Rendering the mesh works

Sounds awesome! I might finally be able to make modules! Because EgoMap didn't work for me.

_________________
Image
This signature picture has been cropped to fit the size limit.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jan 04, 2009 10:32 am 
Offline
Tome Mimic (Module Baker)
Tome Mimic (Module Baker)

Joined: Sat Jan 03, 2009 5:17 pm
Posts: 176
Location: Germany
Sadly, Egomap didn't work for me very well, too :-/

About passages & spawns.txt:
I thought about only displaying it in the beginning and adding a reload_passages() and a reload_spawns() function to Modbaker.
So you can edit & save the file in a text editor and simply reload it without closing Modbaker. This would work if you change those files manually, I don't know if this works when using Egomap / Cartman.

Another thing I want to add is that you can see the worls coordinates the cursor is at.
So you can find out those points first and then add it to those .txt files.

_________________
/me is back!
ModBaker development thread | ModBaker dev blog


Top
 Profile  
 
 Post subject:
PostPosted: Sun Jan 04, 2009 10:58 am 
Offline
Lumberjack (Developer)
Lumberjack (Developer)
User avatar

Joined: Wed Jul 23, 2008 6:56 am
Posts: 7271
xenom[GER] wrote:
About passages & spawns.txt:
I thought about only displaying it in the beginning and adding a reload_passages() and a reload_spawns() function to Modbaker.
So you can edit & save the file in a text editor and simply reload it without closing Modbaker. This would work if you change those files manually, I don't know if this works when using Egomap / Cartman.

Yes, we can save in Egomap, open the txt files without closing it, edit them, and hitting load in Egomap again. This loads all the new data from the folder.
Of course, some people must have problems such as Egomap freezing when opening other windows on top of it or minimizing it. I know I did at earlier versions.

xenom[GER] wrote:
Another thing I want to add is that you can see the worls coordinates the cursor is at.
So you can find out those points first and then add it to those .txt files.

Egomap does that if you right click a tile in texture mode.
The coordinates show in that little white box just between the display at the toolbar.

_________________
Image


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 271 posts ]  Go to page 1, 2, 3, 4, 5 ... 19  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group
Get Egoboo at SourceForge.net. Fast, secure and Free Open Source software downloads