SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Jul 21, 2010 19:56:04 GMT -5
I have been working on a game world editor for some time. I am starting support for Quake II. Creating custom objects such as any of LOX / other mod entities will be a breeze -- not through Python (Object definitions use XML). Python will eventually be used for things like adding menus, etc. Game DLLs are going to be used for computations since C# isn't a low-level language. Visual Studio 2010 MSDN w/ C# .net 4.0 Just wanted to share my progress so far. Here are some screen shots WIP This shows the general Map Editor view Start Page :: this is displayed first when Volt:GE finishes initializing. If anyone here knows someone that can assist me with the 3d programming end of it please let me know (C#).
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Post by James on Jul 21, 2010 19:59:11 GMT -5
And IIIIIIII helped!
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Jul 29, 2010 19:06:44 GMT -5
really? no comments? ok...
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Jul 30, 2010 4:51:29 GMT -5
This is an ambitious project if you wanna do it on your own. Of course it's cool and a good way to practice your programming skillz. ;D
Another question is how many people would use it. I mean there's NetRadiant, a GPL multi-platform editor supporting more than 20 games ranging from id tech1 to 4...
(I know MS claims that C# was multi-platform but face it: Mono sucks, nobody uses it so C# is effectively Windows only.)
Good luck with your project!
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Post by draxi on Jul 30, 2010 20:59:32 GMT -5
I like the clean look of it! Not "too fancy", like QuArK is imo.. More like QERadiant
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Aug 1, 2010 19:27:55 GMT -5
Thanks for the comments.
Radiant is ok, but i seem to like reinventing the wheel.
BUT I am including scripting abilities so users will be able to work with the scripting language to support more games. I am planning the quake series for now as they are the easiest.
Yea, I don't want it to look that cluttered like Quark is. My goal is powerful but clean looking. Simple to use is high on my priority too.
Anyone want to help test it when I get it to alpha stage?
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Post by draxi on Aug 2, 2010 8:31:14 GMT -5
I'll gladly test it!
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Aug 2, 2010 11:09:31 GMT -5
Anyone want to help test it when I get it to alpha stage? This 'ol dog will give it a try...though I have always been happy being stuck in the rut.
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Aug 3, 2010 10:26:20 GMT -5
updates everyone! Finally the camera system is up and running! Time to start building the selection handlers (finally). Wireframe & texture modes need to be added at this point too. Next step after handlers is to ensure entity & brush creation is going smoothly. I've been working on the OpenGL end of it lately. New Features in 0.20.00 - You can toggle the grid per viewport now. - Perspectives can also be changed in any viewport to suit your liking (still slightly buggy, but works) - Context menu supports toggling of lighting (when It is implemented fully) only in the 3d view - Middle mouse wheel button is for zooming (2d/3d) - Right mouse button in 3d is for looking around; in 2d it's used for panning. - WASD in 3d view is the "fly" mode. - Tabbed documents finally for correctly. long standing bug where GL contexts weren't being redone correctly. Oh, and project members sofar: -Me -Paril -James Anyone else want to help? I need another programmer C++/C#, a Photoshop person (for icons n stuff), and a Scripter (primarily Python.net & XML).
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Oct 3, 2010 22:55:29 GMT -5
Updates Everyone! Got a working docked-tab document system going. New features include: UI for the material browser (almost done actually), terrain tools, and prefab factory. Object factory is next. I have been working more on the OpenGL stuff. Lighting can now be toggled, but isnt fully supported -- waiting until later to finish it. The best feature I would say is the docking system atm. There is however a standing bug with it that needs to get fixed asap. Features to come for next post (hopefully): - GUI polishing - Finish OpenGL stuff -- obj selection code -- obj drag code And finally, a screenshot of the latest build.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Oct 4, 2010 2:51:05 GMT -5
The UI looks very good and modern, SkiesOfBordom. Good job!
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Post by draxi on Oct 4, 2010 19:21:27 GMT -5
This really looks great! Really like how nice and tidy it looks! Just can't wait until I get my hands on it!
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yendor
Quake 2 Mapping Club
is
Posts: 105
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Post by yendor on Oct 5, 2010 20:03:07 GMT -5
This is somewhere between badass and hardcore. I stand in awe and admiration to all involved!
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Oct 6, 2010 6:50:01 GMT -5
thankyou all for the awesome comments here is the list of project members.. - Me (OpenGL, programmer, artist, tester) -Paril (OpenGL, programmer, tester) -James (artist, tester) - New - Rob (programmer, Python scripts) oh and XML is out.. going to use my own format. I finished the object factory yesterday -- its an in-application editor for custom objects such as adding LOX weapons or items from a mod.
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Post by draxi on Oct 6, 2010 7:33:43 GMT -5
oh and XML is out.. going to use my own format. Anyways.. Remember to make it possible to export the .map files to .obj, including the materials/textures and all.. K thanx! JK
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