Modbaker Development
Moderator: Developers
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
I changed the keyboard layout a bit in the SVN version.
keys a, d: modify the vertices on the X axis
keys w, s: modify the vertices on the Y axis
keys q, e: modify the vertices on the Z axis (like the current editing)
[edit]
Btw. bgbirdsey:
Does your editor support adding a line feed automatically at the end of a file?
Because if I compile with -Wall (show all warnings), I'm getting a warning for a missing line feed.
[edit 2]
Implemented a basic configuration file in SVN.
keys a, d: modify the vertices on the X axis
keys w, s: modify the vertices on the Y axis
keys q, e: modify the vertices on the Z axis (like the current editing)
[edit]
Btw. bgbirdsey:
Does your editor support adding a line feed automatically at the end of a file?
Because if I compile with -Wall (show all warnings), I'm getting a warning for a missing line feed.
[edit 2]
Implemented a basic configuration file in SVN.
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Another status update for the SVN version
- egoboo path in the config now is relative
- spawn.txt gets parsed (currently the entities get rendered as blue boxes - I hope I can implement a basic model rendering soon)
- egoboo path in the config now is relative
- spawn.txt gets parsed (currently the entities get rendered as blue boxes - I hope I can implement a basic model rendering soon)
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Good news:
I finished one of my other projects yesterday, so I continued developing ModBaker. \o/
In my local test version, I added the following new features today:
Very simple window system To create "in-game" toolbars
I'm not sure if I should switch to an existing GUI library before programming everything again)
First texture modification thingie
You can modify the texture of the first tile (currently you can't select anything here, it's all hard-coded).
The next step will be making this dynamic (based on the already implemented selection).
Also I want to add cycling through the textures until I get the window system improved / replaced.
Saving the map with the new textures currently is also missing.
If I get this to run properly, I'll commit those things into SVN (next weekend maybe). I don't want to commit those changes yet, because I want to keep the SVN as clean as possible. But improving my local code should be easy now!
[edit]
Cool, saving the mesh already works O_o
I only had a bug in the path of the file to be saved.
I finished one of my other projects yesterday, so I continued developing ModBaker. \o/
In my local test version, I added the following new features today:
Very simple window system To create "in-game" toolbars
I'm not sure if I should switch to an existing GUI library before programming everything again)
First texture modification thingie
You can modify the texture of the first tile (currently you can't select anything here, it's all hard-coded).
The next step will be making this dynamic (based on the already implemented selection).
Also I want to add cycling through the textures until I get the window system improved / replaced.
Saving the map with the new textures currently is also missing.
If I get this to run properly, I'll commit those things into SVN (next weekend maybe). I don't want to commit those changes yet, because I want to keep the SVN as clean as possible. But improving my local code should be easy now!
[edit]
Cool, saving the mesh already works O_o
I only had a bug in the path of the file to be saved.
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Sadly, I only did some pretty small changes, so there is nothing new in the SVN.
I'm a bit demotivated because I've got a lot of programming work in the office, so I prefer doing something for my fitness in my spare time or just listen to music
I've got some spare days from April 20th 'till April 24th, maybe I can get my *ss up and continue ModBaker
I'm a bit demotivated because I've got a lot of programming work in the office, so I prefer doing something for my fitness in my spare time or just listen to music
I've got some spare days from April 20th 'till April 24th, maybe I can get my *ss up and continue ModBaker
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
- Zefz
- Squirrel Knight (Administrator)
- Posts: 3820
- Joined: Wed Jul 23, 2008 1:27 am
- Location: Norway
- Contact:
So I finally got time to checkout the SVN and try to compile it. No easy luck there. Got 113 linking errors, all related to not finding SDL functions. I need some time to check out what's causing the trouble.
I really need a map maker that works on my laptop! Cartman is horrible to work with and EgoMap doesn't show any fonts for me.
I really need a map maker that works on my laptop! Cartman is horrible to work with and EgoMap doesn't show any fonts for me.
- Super Soldier
- Chest Mimic (Community member)
- Posts: 253
- Joined: Fri Mar 20, 2009 1:14 am
- Location: The Dungeon
- Zefz
- Squirrel Knight (Administrator)
- Posts: 3820
- Joined: Wed Jul 23, 2008 1:27 am
- Location: Norway
- Contact:
Rather not yet. It isn't very stable and requires a lot of tinkering to get to work (you need to specify the whole path to your Egoboo directory ("C:\games\egoboo 2.6.7\" for example)).
I could get both new Cartman and ModBaker for the very curious if they are interested in their development and are up to some tinkering to get it to work.
I could get both new Cartman and ModBaker for the very curious if they are interested in their development and are up to some tinkering to get it to work.
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- Tome Mimic (Module Baker)
- Posts: 176
- Joined: Sat Jan 03, 2009 5:17 pm
- Location: Germany
Yeah, Modbaker is not very stable yet :-/
Only a few days and I'll continue the texture editing.
And then I really have to care about a nice GUI system :-/
Only a few days and I'll continue the texture editing.
And then I really have to care about a nice GUI system :-/
/me is back!
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]
ModBaker development thread | [url=http://modbaker_blog.tobiasgall.de]ModBaker dev blog[/url]