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#).
Post by SkiesOfBordom on Aug 3, 2010 10:26:20 GMT -5
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).
Post by SkiesOfBordom on Oct 3, 2010 22:55:29 GMT -5
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