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Author Topic: PlanetX Map Editor  (Read 55212 times)
HumanoidTyphoon
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« Reply #60 on: August 10, 2007, 01:37:26 AM »

Nice Work!!!

I am loving this editor btw!
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knightley
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« Reply #61 on: August 10, 2007, 10:59:26 AM »

Well, the stored data is in a format TV can load by default. Just use Terrain.LoadTerrainData(Filename) to load it in TV, but the loader handles that automatically.

But if you want to use it outside of TV, then no, it doesn't export a heightmap, and it wouldn't be an easy feature to add. What do you want a heightmap for?

Ahh, thanx for the quick reply. the height map thing have two usages for me:
1. to load maps from other landscape/fractal program or the satellite images
2. save height maps for AI stuff, like terrain analysis. if i plant a small forest
   in PlanetX, i would like it to be taken into the AI calculation.

Well, i think it would not be a so complicated feature to add, if u decide to
implement it of course. Is it not just a matter read the terrain height and then save
it into grayscale? not installed 6.5 yet, so maybe wrong.

Smiley
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pizzayoyo
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« Reply #62 on: August 10, 2007, 11:04:07 AM »

1. to load maps from other landscape/fractal program or the satellite images

PXME can already load heightmaps from other programs to create terrains.

2. save height maps for AI stuff, like terrain analysis. if i plant a small forest
   in PlanetX, i would like it to be taken into the AI calculation.

How would a heightmap help more than TV terrain data for AI calculation?

Thanks for your interest!

Nice Work!!!

I am loving this editor btw!

Thanks! I'm glad you like it!
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Eric
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« Reply #63 on: August 10, 2007, 01:38:37 PM »

Hi pizza, I'm having trouble trying to get your app to run.  I get a file not found exception while at the splash screen.  Its not TV dll, in fact I dont see it say what file is missing  Huh

I'm on Vista, maybe thats a problem?
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pizzayoyo
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« Reply #64 on: August 10, 2007, 02:01:58 PM »

Hi pizza, I'm having trouble trying to get your app to run.  I get a file not found exception while at the splash screen.  Its not TV dll, in fact I dont see it say what file is missing  Huh

I'm on Vista, maybe thats a problem?

For some reason, vista doesn't have msvcr71.dll or MSVCP71.dll by default. Download those and copy them to the app folder, and it should work fine.
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Eric
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« Reply #65 on: August 10, 2007, 02:17:43 PM »

still not working Sad  Heres a link to the trace if that says anything useful:

http://rafb.net/p/kgPF7772.html

and the debug:

------------------------------------------------
PlanetX Map Editor Debug/Log File
------------------------------------------------
CORE : PlanetX Map Editor Version 1.0 Started.
SPLASH SCREEN : Splash screen shown.
LICENSE MANAGER : License data loaded. The editor is currently in evaluation mode.

BTW I'm on irc if you want to talk there, so we don't crowd this thread with stuff Tongue
« Last Edit: August 10, 2007, 02:19:38 PM by Eric » Logged
serial
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« Reply #66 on: August 10, 2007, 02:54:16 PM »

Mine does that to. 
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pizzayoyo
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« Reply #67 on: August 10, 2007, 02:58:36 PM »

Serial, I've been talking with Eric, and he seems to have a very specific problem with his computer not reporting it's specs correctly to any app, including dxdiag.

Are you sure your error is *exactly* the same? If not, pm me with the details. And try to put d3dx9_31.dll, d3dx9_33.dll, msvc71.dll, and MSVCP71.DLL in the folder too.
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knightley
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« Reply #68 on: August 10, 2007, 03:36:59 PM »

hmmm, so import heightmap is already supported?

if so it is ok for me.
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pizzayoyo
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« Reply #69 on: August 10, 2007, 03:52:52 PM »

hmmm, so import heightmap is already supported?

if so it is ok for me.


Yes, that's correct. You can load heightmaps directly onto a terrain by setting the Heightmap property of the Terrain to the desired heightmap, and pressing the Generate from Heightmap toolbar icon.
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pizzayoyo
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« Reply #70 on: August 10, 2007, 08:25:49 PM »

I'm finalizing the scripting system now. This includes adding checks to make sure that the entered references to other paths and objects are OK during the compile, right before the script is run, and right before the values are used. References can even change during the cinematic (though, they shouldn't), so that is why the last check is neccessary.

Also, I've added two cool features to the MoveObjectAlongPath function. One, you can now choose to have the object stay on and aligned to the terrain at all times, and two, you can also choose to keep the object looking forward on the path or at a specified LookAt path. Zak helped me out with fixing the jerkyness of the aligning function.

Finally, I will need to add support to the Loaders for cinematics and scripting, and I am also planning to convert the loader sample to C# as well.

I'm really excited to see what sort of movies people come up with using cinematics and scripting, as it allows for almost anything you see in today's games.
« Last Edit: August 10, 2007, 08:27:59 PM by pizzayoyo » Logged

darqSHADOW
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« Reply #71 on: August 11, 2007, 04:44:27 PM »

Looking great, pizza!  I will get the screenshots up shortly for you.

John
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pizzayoyo
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« Reply #72 on: August 12, 2007, 09:12:41 AM »

Thanks dS! Just wanted to post and say that I finished the C# conversion of the loader sample. It's not up yet, but it will be with the next relesae (1.1). I'll be looking in to converting it to other languages too (delphi, C++) eventually as well.
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pizzayoyo
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« Reply #73 on: August 15, 2007, 08:05:39 PM »

Here's the C# loader sample. It will be included with the next release as well.

http://www.v16entertainment.com/PXME/files/PXMESampleCSharp.rar

I finished the rather tedious parameter checking code for the scripting language. It makes sure all singles are valid, all references to other objects exist, all booleans are true/false, ect...

Now I just need to write in the cinematic handling and script interpreting code into the two loaders and I'll be releasing PXME 1.1 beta. You may have noticed that there was a new beta download section on the PXME site; this is what that's for. Soon after beta, after any major kinks are worked out, the final 1.1 will be ready.
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darqSHADOW
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« Reply #74 on: August 18, 2007, 11:19:45 AM »

The PXME gallery has been created in the Community Media Gallery and the initial images have been uploaded.  =)

Let me know if you want new images added.  Thanks!

John
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pizzayoyo
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« Reply #75 on: August 19, 2007, 02:24:27 PM »

Thanks dS! It looks great in the featured projects section!

I just finished the cinematic loading and playing functionality in the .Net PXM Loader DLL. It's very easy to get working using the Loader, and the Samples have been updated to show how it's done.

First of all, right after loading the map, you need to call Loader.StartLevel(). This either plays the opening cinematic, or if there isn't one, places the camera at the specified player start position in the editor. If you want to start another cinematic later on (for example, if a triger is activated), you can call StartCinematicByName. This can also be done using scripting by using the CutToNewPath function.

You must have a call to UpdateCinematics right after the CheckInput sub for cinematics to play correctly. It doesn't do anything if there is no cinematic playing, so you might as well keep it there no matter what.

Also, I just happened to stumble upon the functionality to add descriptions to the functions and their parameters, so each function in the Loader now has a description. It's really nice, and it would be great in the TV .Net DLL, but I'm sure this would cause trouble with the multilanguage setup.

I'm working on the COM PXM Loader now, and the 1.1 beta should be ready during the next week or so!
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pizzayoyo
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« Reply #76 on: August 21, 2007, 08:55:51 PM »

I've had some suggestions mentioned for the editor, and wanted to get a general idea on what people think about them. Here's the list:

1. Ability to go back to the Projects Menu after already inside editor.
2. Context menus in the managers to right click and perform tasks such as deletion.
3. Choose how the list in the managers is sorted by (alphabetical or chronological).
4. Automatic Texture Reloading on all objects when a texture changes, so you don't have to go to all objects using it and hit refresh.
5. Ability to choose the texture group when using the "Add New..." option in the texture browser.
6. Removal of Sun feature in Environmental settings: Can be easily accomplished with a mesh. It will make the Environmental Settings less cluttered.
7. Automatic handling of alpha layers on terrains. You'll have the abliity to reset the layer alpha and create it from height still.
8. Move the Customization settings into a property grid page to keep everything inside the editor.

So if you have an opinion on any of these, PLEASE post it, as I will definitely add any features requested. I just don't want to spend time adding stuff no one wants to use.

I've added menu shortcuts to many of the menu functions in 1.1, so that should help out getting things done faster. I'll be working on volumetric triggers and a new brush for the terrain that accurately represents the affected area for 1.2. And 1.1 beta is almost ready Smiley I should have it out this weekend.
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HumanoidTyphoon
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« Reply #77 on: August 23, 2007, 02:09:05 AM »

1. Yes
2. Yes
3. Not a priority but always nice to have
4. Yes
5. Yes
6. Doesn't matter, however if it makes it less cluttered then why not? ^_^
7. Yes
8. Yes
priority IMO: 1,4,5,7,8
« Last Edit: August 23, 2007, 02:10:41 AM by HumanoidTyphoon » Logged

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pizzayoyo
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« Reply #78 on: August 24, 2007, 10:13:41 PM »

Thanks for your input! Most of these should make it into 1.1 Cheesy

Like I've been saying, if anyone wants something changed, just ask! It will have a good chance of being added in.
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pizzayoyo
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« Reply #79 on: August 26, 2007, 04:52:50 PM »

Numbers 1, 5, 6, and 8 have been completed. I'm now working on 4, 7, and 2.
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