Search Home Members Contacts
About Us
Products
Downloads
Community
Support
Pages: 1 2 [3] 4 5 ... 8
  Print  
Author Topic: PlanetX Map Editor (1.2)  (Read 24727 times)
pizzayoyo
Customers
Community Member
*****
Posts: 1423


WWW
« Reply #40 on: August 05, 2009, 01:11:51 PM »

Thanks a lot! I'm glad to hear you guys like it. Is per-chunk texturing something that's inportant to your team? If so, I can add it onto the list of future features.

Also, the vertical vegetation update will be out tonight.
Logged

pizzayoyo
Customers
Community Member
*****
Posts: 1423


WWW
« Reply #41 on: August 05, 2009, 06:31:05 PM »

PXME v1.25 is uploaded! This version has a new property for Vegetation objects called AlignVegetation. Setting it to false will cause your vegetation to remain vertical regardless of the underlying terrain slope. You will also need the new loader in the download, as the property had to be added into the map file.

Gamecode, you will want to be careful with using trees with Vegetation, as TVMiniMesh can only handle models with a certain amount of verticies. As long as they aren't too detailed, you should be good though.

I'm still making progress on 1.3. I'll have the flatten tool in that release.
« Last Edit: August 05, 2009, 06:32:53 PM by pizzayoyo » Logged

Gamecode
Customers
Community Member
*****
Posts: 467


WWW
« Reply #42 on: August 06, 2009, 12:55:09 AM »

PXME v1.25 is uploaded! This version has a new property for Vegetation objects called AlignVegetation. Setting it to false will cause your vegetation to remain vertical regardless of the underlying terrain slope. You will also need the new loader in the download, as the property had to be added into the map file.

Gamecode, you will want to be careful with using trees with Vegetation, as TVMiniMesh can only handle models with a certain amount of verticies. As long as they aren't too detailed, you should be good though.

I'm still making progress on 1.3. I'll have the flatten tool in that release.

great thanks....
btw. something like vegetation (randomizer for scale,and rotation and collor) have in my old editor : i load  5 models,5 textures, set max and min scale and rotation , and then simply place normal mesh , but everyone be different. because if i create big forest,must have many trees (e.g. 2000 trees) its crazy to create 2000 different rotated,scaled models...
Logged

aiR Captains - RC aircraft project TV65
pizzayoyo
Customers
Community Member
*****
Posts: 1423


WWW
« Reply #43 on: August 06, 2009, 10:04:44 AM »

That's a great idea Gamecode. I could make something like a "Mesh Array" Object which would be just the same as vegetation except for you would be placing meshes and wind wouldn't be supported. And it seems pretty simple to add to me, considering the vegetation tools will work for this.

I'll get this in for 1.3.
Logged

Gamecode
Customers
Community Member
*****
Posts: 467


WWW
« Reply #44 on: August 06, 2009, 11:48:56 AM »

That's a great idea Gamecode. I could make something like a "Mesh Array" Object which would be just the same as vegetation except for you would be placing meshes and wind wouldn't be supported. And it seems pretty simple to add to me, considering the vegetation tools will work for this.

I'll get this in for 1.3.

hm,that sounds realy good ... you are pizzayoyo realy good,and any my idea add into your editor. its great :-D
Air Captains game looks thanks your editor realy good :-D and development goes fast and good Smiley
Logged

aiR Captains - RC aircraft project TV65
pizzayoyo
Customers
Community Member
*****
Posts: 1423


WWW
« Reply #45 on: August 08, 2009, 01:16:00 PM »

Thanks gamecode!

What I decided to do for the Mesh Array idea is to intergrate it with the existing Mesh object, rather than create a new object type. So there will be a tool that you select in the toolbar, which will have settings for rotation ranges, scale ranges, how fast the tool places new meshes, ect... Then when you click to place meshes, it will be adding new instances to the mesh object you have selected. There would also be a single placement and eraser tool, just like with vegetation tools.
Logged

Gamecode
Customers
Community Member
*****
Posts: 467


WWW
« Reply #46 on: August 08, 2009, 02:23:42 PM »

Thanks gamecode!

What I decided to do for the Mesh Array idea is to intergrate it with the existing Mesh object, rather than create a new object type. So there will be a tool that you select in the toolbar, which will have settings for rotation ranges, scale ranges, how fast the tool places new meshes, ect... Then when you click to place meshes, it will be adding new instances to the mesh object you have selected. There would also be a single placement and eraser tool, just like with vegetation tools.

thats sounds good ... bud can apply newton (static mesh) to instances of mesh ? and what with wind on this objects ? :-D
yea and maybe bug : if create vegetation (grass) and select single place , then clicking on the land,bud nohting created ? Sad
Logged

aiR Captains - RC aircraft project TV65
pizzayoyo
Customers
Community Member
*****
Posts: 1423


WWW
« Reply #47 on: August 08, 2009, 03:32:07 PM »

Yes, Newton can be applied to instances of a mesh. Instances are just TVMesh objects creating using ParentMesh.Duplicate(). They behave exactly the same other than that.

Wind on trees seems like something specific to different types of models (because I don't know if it would be possible to only have the leaves move and not the trunks, for example). With vegetation, the whole object sways. Plus, I don't really have much shader knowledge, so I can't write this myself. You certainly will be able to apply your own shaders to these instances to create a wind effect, though.

Yes, that vegetation placement bug was fixed in the last released version (1.25). Also, make sure that you have the Vegetation object selected before using the vegetation tools.
Logged

Gamecode
Customers
Community Member
*****
Posts: 467


WWW
« Reply #48 on: August 09, 2009, 08:12:17 AM »

Yes, Newton can be applied to instances of a mesh. Instances are just TVMesh objects creating using ParentMesh.Duplicate(). They behave exactly the same other than that.

Wind on trees seems like something specific to different types of models (because I don't know if it would be possible to only have the leaves move and not the trunks, for example). With vegetation, the whole object sways. Plus, I don't really have much shader knowledge, so I can't write this myself. You certainly will be able to apply your own shaders to these instances to create a wind effect, though.

Yes, that vegetation placement bug was fixed in the last released version (1.25). Also, make sure that you have the Vegetation object selected before using the vegetation tools.

ok,i try it ...
thanks Smiley
Logged

aiR Captains - RC aircraft project TV65
jerome2kph
Community Member
*
Posts: 58


« Reply #49 on: August 15, 2009, 08:04:14 AM »

I got this error when I launch it.

Logged
pizzayoyo
Customers
Community Member
*****
Posts: 1423


WWW
« Reply #50 on: August 15, 2009, 11:18:41 AM »

Try running the program as an administrator (right click, run as administrator). Also, what OS are you running on?
Logged

pizzayoyo
Customers
Community Member
*****
Posts: 1423


WWW
« Reply #51 on: August 15, 2009, 09:38:23 PM »

PXME 1.26 has been released! This version has a lot more features exposed to Plug-Ins, as well as improved paging. Full change log below:

PXME
- When paging is on and you load a project, the TrueVision Objects for Terrains and Mesh Instances are only loaded if they are in range of the camera
- When paging is on and you save a project, Terrains and Mesh Instances are no longer all reloaded.
- Camera is reset when you click New Project

Plug-Ins
- ObjectAdder and ObjectRenamer classes exposed in Host
- DeselectObject function exposed in Host
- PagingSyncObject and RenderingSyncObject exposed in Host. Use SyncLock with the PagingSyncObject to stop the pager from loading/unloading your objects while inside the block, and avoid threading conflicts with rendering by using the RenderingSyncObject.
- Terrains and Mesh Instances can be loaded/unloaded manually using the ObjGenerator class

Loader
- The Loader now has the option to not load the TVObj for Mesh Instances / Terrains while loading the map. They can be loaded later using Load / Unload functions.

www.v16entertainment.com/px/PXMEv126.rar

Also, work is continuing on version 1.3. I'm still finishing up on object manipulation in the 2D views. I made it so that when the mouse goes over the selected object in the 2D view, the cursor goes to a Move cursor. If you click down, the mouse will follow the object on that plane until you release the mouse. It works great, and you can even do this in select mode!

www.v16entertainment.com/px/MultiViewFinal.jpg
« Last Edit: August 15, 2009, 09:56:36 PM by pizzayoyo » Logged

Gamecode
Customers
Community Member
*****
Posts: 467


WWW
« Reply #52 on: August 17, 2009, 12:51:20 AM »

great pizzayoyo :-D
and why be 1.3 complete? (or can send test version ?)
Logged

aiR Captains - RC aircraft project TV65
pizzayoyo
Customers
Community Member
*****
Posts: 1423


WWW
« Reply #53 on: August 17, 2009, 02:16:55 PM »

Version 1.3 will be released in 1-2 weeks.
Logged

Raul
Customers
Community Member
*****
Posts: 550

I like games.


WWW
« Reply #54 on: August 18, 2009, 06:36:44 AM »

pizzayoyo, whats the role of this:

Code:
AddHandler Loader.CustomCodeCalled, AddressOf CustomCodeCalled

?
Logged

pizzayoyo
Customers
Community Member
*****
Posts: 1423


WWW
« Reply #55 on: August 18, 2009, 04:12:12 PM »

Scripts have a function called RunCustomCode, that let you specify the name of the code you want to run. When a script is run during a movie in the loader and it encounters one of these calls, it will raise the CustomCodeCalled event, and the Name parameter will have the name you specified.

So that line marks the method CustomCodeCalled as an event handler for the event Loader.CustomCodeCalled.

I eventually plan to add similar functionality for trigger events.
Logged

Raul
Customers
Community Member
*****
Posts: 550

I like games.


WWW
« Reply #56 on: August 19, 2009, 03:34:09 AM »

I see. Well this means that I can easily remove that code if I do not use this feature, right ?
Logged

pizzayoyo
Customers
Community Member
*****
Posts: 1423


WWW
« Reply #57 on: August 19, 2009, 02:12:07 PM »

Right, if you don't need to use RunCustomCode in scripts then you don't need this event handler.
Logged

Gamecode
Customers
Community Member
*****
Posts: 467


WWW
« Reply #58 on: August 19, 2009, 04:31:39 PM »

pizzayoyo > question : can u scale complete map with all object ?

e.g. i create map for my game and set map size (chunk) 2*2
but now i look,and all objects from particle editor is BIIGGG, zaks watershader is BIIIG , etc.

and now, i need set map size (chunk) e.g. 8*8 , but i have placed 500+ object ...


you can sure simply make all items on map 4* bigger (2*2 vs 8*Cool
? theoretically just all x,y,z pos. and all x,y,z scales ? then by all on same position but 4* bigger on 4* bigger map .... on eye no change,bud for engine 4* bigger size > particles from particle editor be 4* smaller, watershared 4* smaller :-D
Logged

aiR Captains - RC aircraft project TV65
pizzayoyo
Customers
Community Member
*****
Posts: 1423


WWW
« Reply #59 on: August 19, 2009, 07:16:10 PM »

Sure, I can add that to the next update. Seems simple enough. I'd have to let the user choose if they wanted terrains scaled by changing the Chunks or by changing the Scale, though.

It might be easier for now to just make smaller particle systems, and configure zak's water shader to take up less space.
Logged

Pages: 1 2 [3] 4 5 ... 8
  Print  
 
Jump to:  

Powered by SMF 1.1.3 | SMF © 2006-2007, Simple Machines LLC
Seo4Smf v0.2 © Webmaster's Talks