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Author Topic: PlanetX Map Editor  (Read 55213 times)
pizzayoyo
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« Reply #80 on: August 27, 2007, 08:52:35 PM »

Auto texture reloading (#4) is now completed. I also changed the texture object so that you no longer have to press the Refresh Object button in the toolbar to reload the texture. Any time a texture property is changed, PXME automatically recreates the TV texture.

Now that textures are automatically updated when changed, there is no need for the Refresh Object button, and it will be deleted. The alternate functions for the refresh button, such as realigning vegetation to the terrain, will be moved into seperate buttons.

I decided to not do the context menus in the managers because they seem pretty pointless, when you can just click the name and click delete in the toolbar.

More updates soon...
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roto23
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« Reply #81 on: August 29, 2007, 12:01:04 PM »

Hello,
I jumped into 6.2 a while back and then stopped because I wanted to wait till 6.5 is released.  I keep checking and 6.5 is not ready yet (no problem, a polished product is worth the wait)  ... but I am really sick of studying asp.net and want to get back into the fun programming...  blah blah blah enough of my ramblings... now for my question...

How big a level can I make with your PXME?  Also, if I drop a building into your editor, does this building become a real 3d object in which an actor can enter?
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-Roto-
pizzayoyo
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« Reply #82 on: August 29, 2007, 03:35:48 PM »

How big a level can I make with your PXME?  Also, if I drop a building into your editor, does this building become a real 3d object in which an actor can enter?

There's no limit on size for a PXME map. If you put a building in, it will be a full TVMesh and you can have an actor enter.
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roto23
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« Reply #83 on: August 29, 2007, 04:57:52 PM »

I gotta check out this editor, for $60, I think it can save me alot of time.
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-Roto-
roto23
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« Reply #84 on: August 30, 2007, 11:52:08 AM »

Loading into TV
- PXMELoader DLL to load maps into TrueVision with two lines of code!
- Both COM and .Net DLL
- Open source VB2005 and VB6 code incase your language is incompatible with COM or .Net DLLS.


I havenot decided wether I will write my game in VS2005 C# or VB6, but from the above it seems like you have dll's for each case.  I do not like how C# can be easily uncompiled, and obfucation only helps a little, that's why I am considering VB6.

Also, (I have not downloaded ver 1.3 yet) does the download let me try before I buy? And is there a tutorial included?

Are you using this tool too create your PlanetX game?
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pizzayoyo
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« Reply #85 on: August 30, 2007, 03:34:02 PM »

The current version, which is 1.03 btw, not 1.3, lets you run the program in licensed mode for 15 runs. After that, you may continue to use it, but saving will be disabled.

There is a help document included. It is unfinished, but after reading it you should understand how the objects work and the workflow of the editor.

Finally, yes, I'm using PXME to make my game, PlanetX.
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roto23
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« Reply #86 on: August 31, 2007, 11:51:30 AM »

Ok, I downloaded your 1.003 version last night, but I won't start evaulating it probally for another week.  I should finish up an asp.net project so I can devote a full uninterrupted week to your editor and 6.5
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knightley
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« Reply #87 on: September 01, 2007, 05:41:23 AM »

Just got my License for a few days.
- A great editor.
- More importantly very responsive support!!!

nice work, pizzayoyo!
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pizzayoyo
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« Reply #88 on: September 02, 2007, 08:13:14 PM »

Thanks knightley! And sounds good roto.

I'm continuing work on the 1.1 version of PXME. It was recently requested by a customer (was it you, knightley?) to add a feature so that you can scale the Y values of the terrain after loading a heightmap. It will be in the form of a button in the toolbar allowing you to set the scale. Because SetScale for Terrain messes with the existing sculpting functions, the scale will be baked into the verticies of the terrain.

The prerelease of 6.5 breaks the current download of PXME. I'm working on fixing that, so if you are just starting to use 6.5 you will need to wait until I release an update.

Also, here is the roadmap for the 1.x series of PXME. It includes all of the major features. There will be many minor features added over the course of development, however. I estimate that each version will take from a month to a month and a half to complete. It is important to note that this list is not final in anyway. Features may be cancelled, new features may be added, or the version in which features are added may change.

- Cinematics and Cinematic Scripting (1.1)

-----------------------------------------------------------

- Per-Chunk Texture Splatting (1.2)

- Volumetric Triggers (1.2)

- Trigger Scripting (1.2)

-----------------------------------------------------------

- True Entities (To replace Data) (1.3)

- Multi-Object Selection and Editing (1.3)

-----------------------------------------------------------
 
- Mesh LOD (1.4)

- New Terrain Brush (1.4)

-----------------------------------------------------------

- Undo/Redo System (1.5)

-----------------------------------------------------------

- Shadowmapping (1.6)

-----------------------------------------------------------

- Basic Physics (1.7)

-----------------------------------------------------------

- Octree (When TV supports it) (1.8)

- Shaders (1.8)

-----------------------------------------------------------

- Zak's Water(Reflective / Non-Reflective) and Sky (HLSLSkyDemo and SkyGradient) (1.9)

If there is anything here that you think will be a waste of time, say so! I don't want to spend time on something people won't find usefull. Same thing goes if you have a good idea for another major feature to put in the roadmap.
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Lyrical
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« Reply #89 on: September 03, 2007, 03:09:56 AM »

I have created a trigger mesh from scratch as a dll but i was wondering how do the trigger mesh work or how do i use them from PXME.

What i mean by trigger mesh is player moves into the mesh an event is fired, It this the correct interpritation of PXME's trigger mesh?

chears
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trekdude2007
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« Reply #90 on: September 03, 2007, 06:24:06 AM »

Pizzayoyo

One of the features that made me initially buy FreeWorld3D a few months ago was the road builder. Have you seen it? If you added a road builder to PXME that would be too cool.

I don't use FreeWorld3D anymore as yours is more suited to TV3D. For this very reason yours is well worth the US$60.

TrekDude2007
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pizzayoyo
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« Reply #91 on: September 03, 2007, 09:19:56 AM »

Lyrical - The way the current trigger system works is by letting you define an area using nodes. They are only 2D right now, meaning that the Y value for the nodes should be ignored while calculating whether the player is in the area.

Right now, the Loaders don't do the calcs for you, but there is a function on the wiki that will allow you to check if a point is inside a polygon.

In V1.2, Volumetric Triggers are coming. This means that you will define a 3D Box rather than a 2D polygon. Also along with this, the Loader will return a state in the Trigger object determining whether or not the player is inside of it.

trekdude - That sounds like a cool feature. I'll look into it and if it's not to difficult add it to the roadmap.
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Lyrical
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« Reply #92 on: September 03, 2007, 10:43:43 AM »

Pizzayoyo,

I have created a DLL with full 3D Trigger Mesh including Transparency, Textures and External Trigger Event functions.

I will be happy to supply you with the full source if you wish to use it in PXME

Download the DLL
http://www.fastrightstudios.co.uk/downloads/frstriggers.dll
Download the Documentation
http://www.fastrightstudios.co.uk/downloads/frsTrigger_Class_for_Truevision3D.doc

If you wish to look at the source please PM me.

I will be creating a WIKI page for this frTriggers.dll soon.

The road builder in Freeworld as TrekDude2007 says is a real neet idea if you do decide to tackle this, then I hope yours will be better of which i have no doubt.

always glad to help
Lyrical
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pizzayoyo
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« Reply #93 on: September 03, 2007, 10:50:14 AM »

Ah, thanks Lyrical. That will be very nice to have, and will save much time.
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XXL
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« Reply #94 on: September 03, 2007, 01:13:23 PM »

hi guys...

is it possible to create non walkable areas with the editor (i diskussed that in another topic)

thx

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deepspaceone
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« Reply #95 on: September 05, 2007, 01:44:54 AM »

Hi,

Whenever I start PlanetX map editor, a .NET JIT debugging box appears, and says 'Requested Registry access is not allowed.' Here is the output:

Code:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Security.SecurityException: Requested registry access is not allowed.
   at System.ThrowHelper.ThrowSecurityException(ExceptionResource resource)
   at Microsoft.Win32.RegistryKey.OpenSubKey(String name, Boolean writable)
   at Microsoft.Win32.RegistryKey.OpenSubKey(String name)
   at Manco.Licensing._Validator.CheckLicenseInRegistry(String lsProductID, RegistryKey& aoSearchKey)
   at Manco.Licensing.License.CheckLicenseInRegistry()
   at Manco.Licensing.License.get_IsExpired()
   at aq..ctor()
   at l.a(Object A_0, EventArgs A_1)
   at System.EventHandler.Invoke(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
The Zone of the assembly that failed was:
MyComputer


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
PlanetX Map Editor
    Assembly Version: 1.0.0.1
    Win32 Version: 1.0.0.1
    CodeBase: file:///C:/Documents%20and%20Settings/Chris/Desktop/PXMERelease(2)/PXME%20Release/PlanetX%20Map%20Editor.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
MTV3D65
    Assembly Version: 1.0.2802.22118
    Win32 Version:
    CodeBase: file:///C:/Documents%20and%20Settings/Chris/Desktop/PXMERelease(2)/PXME%20Release/MTV3D65.DLL
----------------------------------------
PlugInDefinition
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/Chris/Desktop/PXMERelease(2)/PXME%20Release/PlugInDefinition.DLL
----------------------------------------
Manco.Licensing
    Assembly Version: 2.9.0.0
    Win32 Version: 2.9.0.0
    CodeBase: file:///C:/Documents%20and%20Settings/Chris/Desktop/PXMERelease(2)/PXME%20Release/Manco.Licensing.DLL
----------------------------------------
System.Web
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Web/2.0.0.0__b03f5f7f11d50a3a/System.Web.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
thgfl2uc
    Assembly Version: 0.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Security
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Security/2.0.0.0__b03f5f7f11d50a3a/System.Security.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



If anyone knows how to fix this, it would be great.

Thanks,
Chris
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Lyrical
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« Reply #96 on: September 05, 2007, 02:20:19 AM »

hi, deepspaceone

  Have you installed the DirectX SDK August 2007 installed, i used to get this error. Once i installed DX everything worked fine.

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pizzayoyo
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« Reply #97 on: September 05, 2007, 03:33:10 PM »

Also, it's important to note that PXME 1.0 doesn't work with the TV Prerelease. When I upload the 1.1 beta later this week is when people who weren't in the beta will be able to use this.

XXL, you will be able to do that in 1.1 with Volumetric Triggers.
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trekdude2007
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« Reply #98 on: September 05, 2007, 10:57:23 PM »

Pizzayoyo

Can you help me please.

I'm wanting to load a mesh and have the textures associated with it load with it. When I load it, none of the textures load with it. If I attached the textures manually then it applys one textures over all of it. The context is that I have a road mesh that has different textures for the pavement and the footpath.


Thanks

TD
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Lyrical
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« Reply #99 on: September 06, 2007, 10:36:08 AM »

Hi TD,
  I had this same problem i will have a look into it further for you tomorrow
You say you got a road mesh with 2 textures 1 for the path and 1 for the asphelt(road)

I will create this mesh with 2 textures added and try it with PXME.

I would look tonight for you but i have no PC and internet at home due to me moving which is getting very annoying now.

Anyway Talk to you tomorrow.
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