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DarkXL Update 8 - Level/Mod editing tools.
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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 30, 2008 23:46    Post subject: View user's profile Send private message Send e-mail Reply with quote

Burning Gundam wrote:
Sounds cool (Sorry, I didn't watch the vid yet) and appears it will work almost exactly like Doom Builder. My only question regarding the sector building and the splits being automated, what if a sector is overlapping another (i.e. a room above a room)? is it just going to be layer prioritized at that point?


Sectors in different layers don't affect each other. For now overlapping sectors would have to be in their own layers. However there will probably be a "virtual layer" system to help out here - basically allowing you to have as many layers as you want without affecting the in-game map.

As for the video, its on GameTrailers so you can watch it without having to download it first. It doesn't take long. Wink

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DarkXL....http://darkxl.wordpress.com

Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: Oct 31, 2008 02:41    Post subject: View user's profile Send private message Reply with quote

I'd suggest incorporating an XYZ cursor along with highlightable elements such as verteces, faces and edges that one would find in most 3D applications.



BlazingPhoenix
Ree-Yees

Joined: 22 Mar 2008

PostPosted: Nov 02, 2008 14:09    Post subject: View user's profile Send private message Send e-mail Reply with quote

I...Don't really agree with that, since that's why it's extremely complicated to map in 3D games nowadays anyway..

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Nov 02, 2008 18:21    Post subject: View user's profile Send private message Send e-mail Reply with quote

The way I look at it, controls should be as simple as possible. For 2D you'll have simple free-form movement - since you have the (optional) snap to grid its quite easy to make or move in straight lines. Even in 3D mode you're limited to specific planes when moving level geometry. For example, if you're moving walls or vertices you're still limited to the 2D plane. So you still have free-form movement on the projected 2D grid. For heights you have 1D movement, which is handled well with keys and/or simple verticle mouse movements - as its implemented now.

I can see the value of the translation and rotation controls when placing certain floating/flying objects, because you can place them it 3D (atleast the initial height). But this would only apply to the 3D mode, 2D mode would still be free-hand placement.

I appreciate the suggestion (keep 'em coming) but in this case I think it just makes the interface a little more complicated for no real benefit - with the exception of manipulating objects in 3D mode.

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Nov 02, 2008 19:21    Post subject: View user's profile Send private message Send e-mail Reply with quote

I agree, keeping things fairly simple makes it easier and more fun to use.

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Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: Nov 02, 2008 19:54    Post subject: View user's profile Send private message Reply with quote

Well, I fail to see why a translate cursor is complicated, Phoenix. The idea is to give more control, which makes modeling easier in the end. Smile

The crosshair dot in 3D mode seems lacking to me... but perhaps you had something else in mind, lucius?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Nov 02, 2008 20:52    Post subject: Update View user's profile Send private message Send e-mail Reply with quote

In order to debug some problems, I've done some more work on the editor. Basically I've been working on the selection and movement tools for geometry. Before I continue, take a look at these screenshots (sorry they're big to make text/lines visible but still compressed):

With nothing selected:


With a sector selected:


A couple of things to notice:
*A vertex, wall and sector are all selected at the same time.
*Yellow squares which are movement handles.
*Information about which features are selected along with highlighted shortcuts.

Basically the way it works is that when you right-click in the 2D mode, it selects the appropriate sector (the one you clicked on in the current layer) and then the closest wall and vertex.

If you hit 'S' (or click on "Sector"), then the sector dialog will show up on screen and stay there until you close it or open up another dialog. Wall and Vertex controls work the same. So you can get information on any feature at any time.

Similarly, if you left-click on a movement handle (or vertex) and hold then you can move around that feature. If you move around a sector, it'll move around all the subsectors/holes as you would expect.

And finally if you left-click outside a sector, anywhere when no sector is selected or anywhere where there is no movement handle then it'll start the draw mode - and continue drawing until you finish the sector/subsector/hole/split line(s) or cancel.

This means that so far there are no seperate level editing modes other then 2D and 3D.

Incidentally, as you probably already figured out, the two numbers in the lower left corner are the cursor position in world space in DFUs. Also note that the UI will look "prettier" before its done. Smile

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Nov 02, 2008 20:59    Post subject: View user's profile Send private message Send e-mail Reply with quote

Tsophika wrote:
Well, I fail to see why a translate cursor is complicated, Phoenix. The idea is to give more control, which makes modeling easier in the end. Smile

The crosshair dot in 3D mode seems lacking to me... but perhaps you had something else in mind, lucius?


The translate cursor does work well when you need to move in 3D, especially when there is no grid (or it can't be projected for whatever reason). But when movement is naturally constrained to a plane I just don't think its necessary. However in cases where movement is not constrained (objects in 3D mode for example) then I can certainly see the benefit.

As for the crosshair dot in 3D, yeah its temporary - it'll be replaced by something better in the future.

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Patrick Haslow
Trandoshan

Joined: 25 Sep 2003

PostPosted: Nov 04, 2008 01:05    Post subject: View user's profile Send private message Reply with quote

That's crazy easy. I could have built my levels in a fraction of the time using something like that. I can't imagine what I could have made like that without having to worry about subsector related HOM effects. Without those limitations, levels can be made that will look nothing like those before. This is now pretty much an entirely different game using the old assets.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Nov 04, 2008 03:27    Post subject: View user's profile Send private message Reply with quote

Patrick Haslow wrote:
That's crazy easy. I could have built my levels in a fraction of the time using something like that. I can't imagine what I could have made like that without having to worry about subsector related HOM effects. Without those limitations, levels can be made that will look nothing like those before. This is now pretty much an entirely different game using the old assets.


Is that a good thing or a bad thing? Razz
I agree though, this is definitely gonna change what levels look like. Although I don't have much DF editing experience myself, I'm worried that the lack of effort required to make the levels will also create a lack of effort put into them. As long as everyone stays wary of laziness when they use something as powerful as DarkXL's editor . . . haha, think of it as a drunk man with a lightsaber Laughing

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Nov 04, 2008 05:42    Post subject: View user's profile Send private message Reply with quote

sheepandshepherd wrote:
Is that a good thing or a bad thing? Razz
I agree though, this is definitely gonna change what levels look like. Although I don't have much DF editing experience myself, I'm worried that the lack of effort required to make the levels will also create a lack of effort put into them. As long as everyone stays wary of laziness when they use something as powerful as DarkXL's editor . . . haha, think of it as a drunk man with a lightsaber Laughing


I don't think better tools would have somehow made the Dark Tide series worse. If better tools mean more time is spent bringing cool designs to life and less time fighting the interace, I'm all for it.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Nov 04, 2008 06:04    Post subject: View user's profile Send private message Send e-mail Reply with quote

Hence why I have this huge dilemma over the matter.

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Fenwar
Admiral Ackbar
Admiral Ackbar

Joined: 15 Sep 2003

PostPosted: Nov 04, 2008 17:44    Post subject: View user's profile Send private message Reply with quote

This looks great!

If selecting the "nearest" wall fails to get the one I want, (say my sector has a few little fiddly walls) do I have to click random areas until I hit the magic spot, or will there be WDFUSE-style next/previous wall keyboard navigation?

Additionally, would editor keyboard controls be rebindable in the same way as game controls?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Nov 04, 2008 18:09    Post subject: View user's profile Send private message Send e-mail Reply with quote

Fenwar wrote:
This looks great!

If selecting the "nearest" wall fails to get the one I want, (say my sector has a few little fiddly walls) do I have to click random areas until I hit the magic spot, or will there be WDFUSE-style next/previous wall keyboard navigation?

Additionally, would editor keyboard controls be rebindable in the same way as game controls?


With the way it selects walls you should be able to zoom in and select the problematic wall if you're having trouble. However having keyboard shortcuts to cycle through the walls will be in there as well just in case. I've seen cases where WDFUSE just refuses to select a wall by clicking on it and in those same situations I didn't have any problem selecting all the walls with this editor. Selection in this editor is done by computing the closest feature in the selected sector (a closest point on line test for walls), so unless walls are degenerate (vertices overlapping) then you should be able to select a point uniquely close to that feature - and it should be very predictable as well. I usually don't even have to zoom in to select the features I want. Smile

As for rebindable controls, the Configuration menu will eventually have a tab just for editor controls. So controls will definitely be rebindable.

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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Nov 04, 2008 22:24    Post subject: View user's profile Send private message Reply with quote

Speaking of wall selection - one of the annoyances of WDFUSE was not being able to see the end of one wall and the beginning of the next on a long straight side while in sector or line mode. Being able to toggle small circles for vertices in 2D mode would be helpful, both for selection and just viewing of split walls.

Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Mar 23, 2009 01:03    Post subject: View user's profile Send private message Reply with quote

Quote:
Speaking of wall selection - one of the annoyances of WDFUSE was not being able to see the end of one wall and the beginning of the next on a long straight side while in sector or line mode. Being able to toggle small circles for vertices in 2D mode would be helpful, both for selection and just viewing of split walls.



This feature was available for Dark Forge on the mac. I'm a bit disappointed as well that WDFUSE didn't have this capability. Seems almost as if something like this should be standard.

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Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: Oct 19, 2010 08:24    Post subject: View user's profile Send private message Send e-mail Reply with quote

Now the rendering and collision are more are less finalised - where does this leave the editor? At which point might we see it implemented?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Oct 19, 2010 08:35    Post subject: View user's profile Send private message Send e-mail Reply with quote

Marley wrote:
Now the rendering and collision are more are less finalised - where does this leave the editor? At which point might we see it implemented?

Once DarkXL reaches BETA I plan on reviving the level editor. It's still there, I use it for testing sometimes, so it'll be fairly easy to pick back up. The good news is that we're very close to the BETA. The next goals are the rest of the weapons and enemies, and fixing the INF. That will get us very close to having the game completable. Just a few major builds away. Very Happy

The funny thing is, if I want to check out a weird sector, check wall or sector flags or in general look at a level - I actually use my editor. I only use WDFUSE for viewing assets such as WAXs since I haven't made a tool for that yet.

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tnoyce
Ree-Yees

Joined: 20 Sep 2009

PostPosted: Oct 27, 2010 23:48    Post subject: Editor View user's profile Send private message Reply with quote

Lucius, not knowing about such things, I'd say it looks pretty sweet!

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