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pizzayoyo
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« Reply #300 on: March 27, 2008, 09:43:56 PM » |
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Thanks! Volemtric Triggers have been completed. You can set a position and size using the widgets or the property grid, and you can attach a script to them to run custom code when they are triggered. www.v16entertainment.com/PXME/Screenshots/Triggers.jpg
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Lyrical
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« Reply #301 on: March 28, 2008, 05:22:25 AM » |
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Hi Pizzayoyo,
You finished the trigger meshes, great work
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Korinu
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« Reply #302 on: March 28, 2008, 08:38:37 AM » |
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Nice. Can't wait for the version 1.2.
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pizzayoyo
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« Reply #303 on: March 29, 2008, 03:53:08 PM » |
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Movies and scripting are now complete. You can attach a script to a trigger, but it will only be run in the Loader, not PXME itself. You will also be able to handle trigger activation yourself in the Loader through events. I'm now working on the new terrain brush and the updated loaders, and 1.2 will be done 
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Raul
Customers
Community Member
    
Posts: 550
I like games.
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« Reply #304 on: March 31, 2008, 01:22:42 AM » |
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I'm now working on the new terrain brush and the updated loaders, and 1.2 will be done  that's good news 
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JukkaKevät
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« Reply #305 on: March 31, 2008, 06:19:56 AM » |
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Is it possible to import custom shape brush from a texture file?
If I have like couple of nice crater decals done I'd like to use them to sculpt the landscape.
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« Last Edit: March 31, 2008, 06:24:28 AM by JukkaKevät »
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pizzayoyo
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« Reply #306 on: March 31, 2008, 07:53:24 PM » |
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Sorry, no such feature is currently available.
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pizzayoyo
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« Reply #307 on: April 12, 2008, 11:32:53 AM » |
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The new terrain brush is now complete, and I have also finally added terrain scaling  So now you can make larger scapes with less detail. I'm still getting the paintbrush to work with scaled terrains, but it looks like it will work fine once I get the settings right. www.v16entertainment.com/PXME/Screenshots/Brush.jpg
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Sarge
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« Reply #308 on: April 12, 2008, 12:11:32 PM » |
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Amazing work as usual, keep up the good work mate.
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XXL
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« Reply #309 on: April 12, 2008, 01:04:33 PM » |
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when will a new update be available?
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vbCrLf
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« Reply #310 on: April 13, 2008, 07:19:11 AM » |
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Very nice, Good luck!
vbCrLf.
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Korinu
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« Reply #311 on: April 14, 2008, 08:11:30 AM » |
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Nice! So the update will be soon available? 
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pizzayoyo
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« Reply #312 on: April 14, 2008, 06:26:22 PM » |
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Thanks for the comments. The new update is ready except for a few minor details, but I also have to make major updates to the two loaders. So anywhere from 1-3 weeks depending on how much time I have to work 
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hl8476
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« Reply #313 on: June 03, 2008, 01:56:25 AM » |
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is there source codes together with the editor?
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Raul
Customers
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I like games.
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« Reply #314 on: June 03, 2008, 05:55:26 AM » |
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is there source codes together with the editor?
no 
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pizzayoyo
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« Reply #315 on: June 20, 2008, 12:55:06 AM » |
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Sorry to keep everyone waiting for so long on updates. Lately I've been focused on designing an FPS Engine for my team's game, which is coming along extremely well. I'll have more news on that in the near future. PXME 1.2 and the .Net Loader have already been completed. The things that need to be done before the full 1.2 release are the Vb6 loader and the 1.1 project updater, as well as some testing. My current plan is to release 1.2 as a beta, without the Vb6 loader and project updater, in the coming weeks. This will get the testing out of the way while I finish up the two other aspects of the release. In the meantime, here are some pictures of the finished 1.2: The new Movement widget http://pizzayoyo.smithbower.com/PXME/1.2/ItemPlacement.jpgThe new Rotation widget http://pizzayoyo.smithbower.com/PXME/1.2/ItemRotation.jpgCustom Properties http://pizzayoyo.smithbower.com/PXME/1.2/WeaponEntity.jpgCustom Properties http://pizzayoyo.smithbower.com/PXME/1.2/SpawnEntity.jpgAs you can see, Custom Properties are very useful for adding data to your objects that can tell your program to treat the object a specific way. For example, the first few properties of the Weapon mesh in the 3rd picture tell my engine that this should be treated like a weapon (it can be picked up, dropped, fired, ect...). There are also other properties I specify like Ammo. You can export Mesh Presets from 1.2, which include these custom properties. Then, in other maps you make, you can simply import it in and place instnaces of it. One of the cooler new features of 1.2  Edit: Just noticed that June 30th is the 1 year anniversary of PXME 
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« Last Edit: June 20, 2008, 01:08:52 AM by pizzayoyo »
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Zaknafein
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« Reply #316 on: June 20, 2008, 10:06:42 AM » |
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Very cool!  And congrats for 1 year of visibly fruitful work on PXME.
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Houndie
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« Reply #317 on: June 21, 2008, 06:10:00 PM » |
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Hmm it's been awhile since I did anything with PXME but for some reason I can no longer get to the normal website and your new one doesnt seem to want to work nor is there any download for the 1.1 release and all the links on the new one seem broken.
Is there somewhere else i need to go?
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MoonWolf
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« Reply #319 on: October 15, 2008, 04:00:30 PM » |
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How is the project going? we have not heard of anyting in a long time?
I have been bissy the last year so i havent had a chance to do anything useful. However. in 1.1 version you can add texture to 4 layers for splatting on a terrain. but how do i choose which one i want to paint with?
Regards, MoonWolf
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