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Posted: Sun Jul 12, 2009 6:13 pm
by xenom[GER]
Yeah, it's too soon to stab EgoMap in the face.

Today I continued programming ModBaker.
There are some smaller changes within the code the user will not recognize.

Other things I added today (they are not in SVN yet):
- Created a window for edting <module.mod>/gamedat/menu.txt
- Added dummy tile0.bmp - tile3.bmp if the file is missing in the module (I just created the images. They don't get loaded in ModBaker yet)
- Added a "new module" dialog (mot functional yet)
- Marked the objects in the GOR with "<objectname.obj> (GOR)"
- Added a first, bugged versionn of the "make wall" tool (I thing I'm gonna change it again)

The next things on my ToDo list are:
- full <module.mod>/gamedat/menu.txt handling (already finished)
- wall / floor tool
- show dummy tile images
- a "new mesh" function
- a tutorial for compiling ModBaker on Windows

Posted: Mon Jul 13, 2009 4:18 pm
by xenom[GER]
Today, I finished the <module.mod>/gamedat/menu.txt handling.
This means you can now open / edit and load this file with the following window:
Image
I know there are still some layout issues in this screenshot (like min and max players being on the same line). Those layout errors are already fixed in my local dev version :-)

The underscrores in the text fields get assigned automatically when saving the file.

Thoughts for the future:
- Add a drop down list for the rating
- Add checkboxes for the boolean (TRUE / FALSE) values
- Add drop down boxes for numeric values

Posted: Mon Jul 13, 2009 5:35 pm
by aleco614
The interface does seem much easier than egomaps interface.

Posted: Mon Jul 13, 2009 6:39 pm
by Zefz
Nice :) Can't wait to try it out on my pc. The level rating can be from - (nothing or n/a) to ten stars.

Posted: Mon Jul 13, 2009 7:02 pm
by Cimeries
I have the impression that rating can be any set of strings. I remember I once set a module's difficulty to something ridiculous like "tasty" and it showed.

Posted: Mon Jul 13, 2009 7:05 pm
by penguinflyer5234
It's probably any string with up to ten bytes

Posted: Mon Jul 13, 2009 7:31 pm
by Zefz
penguinflyer5234 wrote:It's probably any string with up to ten bytes
Correct.

Posted: Tue Jul 14, 2009 8:51 am
by xenom[GER]
aleco614 wrote:The interface does seem much easier than egomaps interface.
I hope so! I want to keep everything as easy as possible. :-)
Zefz wrote:[snip]The level rating can be from - (nothing or n/a) to ten stars.
Ah, ok. I added this this to my ToDo list.

Planned stuff for today / tomorrow:
- Try to remove some of the global objects (use inheritance instead)
- Make the fallback tile0.bmp - tile3.bmp and water*.bmp work
- Redo the "wall tool" to fit the one EgoMap has (I recognized my version was kinda weird in a logical kind of way)

[edit]
I updated the first post to have an overview over the current features / things on my ToDo list :-)

Posted: Tue Jul 14, 2009 10:23 am
by xenom[GER]
Btw. is there any reason why no of the egoboo modules uses the following tile types (got them from fans.txt)?
- 4 Ten Face Pillar...
- 5 Eighteen Faced Pillar...

Currently I'l looking for a way how to render the scene if you only set one single tile a wall surrounded by floor tiles. EgoMap just renders a normal floor...

Is there something wrong with the pillars?

Posted: Tue Jul 14, 2009 10:26 am
by Zefz
I'm not aware any of the modules using one of those. EgoMap always generated 4 vertex tiles when making floors and a bit more complex one when making corners or walls. But EgoMap could not make tiles with a specified vertex amount (like making pillars).

We already use a object to make pillars (pillar.obj) in several modules though.

Posted: Wed Jul 15, 2009 9:45 am
by xenom[GER]
I commited my changes to SVN.
Please do not use the wall / floor tools!
They may mess up your complete mesh (only problematic if you save the mesh afterwards!)!

To make those tools work, I've got to change some core things in mesh handling, so this was more of a security check-in for me :-) (editing menu.txt works though)

Posted: Thu Jul 16, 2009 2:12 pm
by xenom[GER]
SVN update
I improved the memory handling for the mesh.
This allows an easier modification of the number of vertices a tile can have (which is the base for the floor / wall tool).

Posted: Thu Jul 16, 2009 4:02 pm
by xenom[GER]
Ok, I think I got stuck with the wall tool again.

If the user clicks on the "make wall" icon, I do the following:

Code: Select all

tile[cnt_tile].fx = MESHFX_WALL | MESHFX_IMPASS | MESHFX_SHA;
tile[cnt_tile].type = TTYPE_WALL_SIX_WE;
increase_number_of_vertices(tile[cnt_tile].type); // change the number of vertices like defined in fans.txt
This increases the number of vertices for the current tile and also checks all other tiles is the vrt_start has to get updates.

How do I now set the vertex position?
Can I use fans.txt for this, or do I have to store my own wall templates for this?

Posted: Fri Jul 17, 2009 9:12 am
by Zefz
I am not very familiar with the mesh code for Egoboo. Have you checked out how EgoMap handles this exact tool? The source code should be available on sourceforge (own project named EgoMap). Or you can ask our packrat if he has the source. (birdsey) I think EgoMap stored it's own wall templates, maybe you can use the same template file to save some work?

Note that there is a difference between MESHFX_WALL and MESHFX_IMPASS. Wall prevent movement but allows particles to move through, while impassable prevents both movement and particles.

Corners were usually planned to have flagged as wall but not impassable.

Posted: Fri Jul 17, 2009 9:40 am
by xenom[GER]
I tried to find it upout in the EgoMap source code, but I didn't understand it yet.
Ok, then I'll try to find a template file :-) (after I finidhed the "new mesh" feature)

Thank you for the hint with the FX!

[edit]
Ok, I found it \o/
Thanks for the hint!