Posted: 22nd Jun 2007 10:47
Few questions,
- Base model size, I mean what should models be based around, I usually use 128 x 128 but when models get complicated model sizes are all over the place.
- Customizable interface, will people care about this feature.

This thread is for anyone making a level editor not just me.
Posted: 24th Jun 2007 20:47
Haven't had much time to work on the editor, but heres what the layout going to look like.



Same questions as on last post, thank in advance.
Posted: 24th Jun 2007 20:55
Looks like things are really coming along Susuke. Looks good! As for your questions I don't know exactly what you mean by your first question. If I understand you correctly I think you mean world scale and thats really entirely up to you and I just left that to the user in my editor with a modifiable grid. As for user customization I have decided against it for the reason that I feel its more of a luxury then anything so basically if you have time then I guess you could but that would be like a last minute feature if it was me. Just focus on making a user friendly UI and you should have no problems.
Posted: 24th Jun 2007 21:22
The ARRAYinator, for the first question, most of the models will be made using a modeller and I wanted to know what was the standard size like say for a floor plain, but I guess it could what I want. And as you said, I'll do the customizable interface after the editors near final. Cheers.

This might take a long time to complete because I need to wait until there’s any decent terrain I could use in the editor, plus the annoying shadows problem, hope these get improved in the future. You would think DBP would have implemented basic things that are in all games, I still love DBP and love the challenge at created them though so that a bonus I guess.
Posted: 24th Jun 2007 23:54
@ Sasuke

I am just starting on my level editor. Just started today so far I am able to have my listview be populated with the contents of a folder then select an item in the list view and load that model. Also I can select the model in the 3d view and drag it around to new positions. I am planning to have tabs. One for segments(models exported out of a 3d package I guess it would be like brushes) , meshes,entities,and terrain. Each item would be setup differently, well at least in the collision area. My question is how are you setting up your editor
Posted: 25th Jun 2007 0:03
It's based on the CryEngine Sandbox editor and it will be very similar to 3ds max. I just have'nt had the time lately to continue it but should be able to this following week.
Posted: 25th Jun 2007 1:01
Does anyone know how to make a 3d circle? Thanks.
Posted: 25th Jun 2007 1:27
If sum1 created a level editor that used LUA it would rock
Posted: 25th Jun 2007 1:38
Does anyone know how to make a 3d circle? Thanks.


You mean a tube?
Posted: 25th Jun 2007 1:45
I mean drawing a 2d circle to 3d space(I think that right). I know Cloggys dll can do it but I'm having problems getting it working at the moment.
Posted: 25th Jun 2007 4:05
I don't have DBP on this computer on this computer so I'm not going to try to make it, but you could try to make a 3d circle function which uses a memblock to create the mesh.

A cheap method I sometimes use for 3d circles is flattening a sphere using scale object. I wouldn't, however, suggest this for the final editor since it is a waste of polys.
Posted: 25th Jun 2007 9:20
Theoretically, a memblock would be a good, DLL-free way to do that, as far as my knowledge goes. Maybe tomorrow I'll try writing the code, as I haven't done too much work with mesh memblocks - I might learn something useful.

And Sasuke, nice editor you've got there, I'll be following this with interest.
Posted: 25th Jun 2007 23:49
I found a thread that you can look at:
http://forum.thegamecreators.com/?m=forum_view&t=63108&b=6

Pretty good intro to it
Posted: 26th Jun 2007 0:22
I'm studing memblocks too, and that link is great. Thing that annoys me is finding any basic memblock tutorials that you can learn in steps, its usually, basic...basic...advanced...giga advanced...master...NIGHTMARE, maybe I just haven't looked enough. Anyway, Cheers ThinkDigital.
Posted: 26th Jun 2007 0:55
basic...basic...advanced...giga advanced...master...NIGHTMARE


That made me laugh and its true
Posted: 26th Jun 2007 1:07
This is what I use for mesh memblocks.

Click
Posted: 26th Jun 2007 1:29
Thats an awesome tutorial Daemon , but here where I got stuck, I can make a rainbow coloured 3d triangle...hmm...maybe I'll make a rainbow coloured 3d square, NO!,I'll top that and invent a new super rainbow coloured 3d shape, I did't know what to learn next. Has anyone else got stuck in the learning process?
Posted: 26th Jun 2007 2:42
awsome editor, congrats on getting it to this point so quickly, i tend to go fairly slowly on my projects, but then i am still a bit of a n00b when it comes to knowing how to use about half the commands in dbpro.

EDIT: also what will it be like for editing heightmaps? if its as good as it looks i'll deffinatly use it
Posted: 26th Jun 2007 4:05
Well I think im am doing something similar to you were in my editor the cursor is a 3d circle type thing. WHat I do is externally model a ring shaped object and then scale it when I see fit. To me this is the easiest way even if I do use memblocks alot. Good Luck!
Posted: 26th Jun 2007 10:55
Sure. You could also flatten cyliner. The only weakness of those approaches is that you have no choice about how many vertices form the circle.