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DarkXL Update 10 - Current near term plans for DarkXL.
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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Apr 27, 2009 19:08    Post subject: View user's profile Send private message Send e-mail Reply with quote

I'm very excited. Due to my work schedule and frustration with WDFUSE, work on my projects have been lackluster at best. Not only will this make it easier, but much faster and enjoyable Very Happy

_________________
I don't think outside the box... I customize it.

ACE
Ree-Yees

Joined: 10 Nov 2007

PostPosted: Apr 27, 2009 22:51    Post subject: View user's profile Send private message Reply with quote

hmmmmmm these features in the darkXL editor seem similar to the ones in Hammer, the world editor for Valves source engine. Just saying

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 27, 2009 23:10    Post subject: View user's profile Send private message Send e-mail Reply with quote

ACE wrote:
hmmmmmm these features in the darkXL editor seem similar to the ones in Hammer, the world editor for Valves source engine. Just saying

Interesting... I don't think I've ever used Hammer myself. So you don't need to manually deal with brushes in Hammer? You can just split areas and move vertices and edges around? What features are similar? I'm just curious. Smile

Regardless, even if there are similarities to Hammer there will also be similarities to the Build editor, Doom Builder, Jed apparently (cleaving), Deep Sea, etc.... The idea isn't to make an editing system that is completely unique but to make one that is powerful, robust and easy to use to make Dark Forces and DarkXL (extended) levels and mods. The set of features should work together in a cohesive way and fit the editor. A lot of these features came about naturally rather then being copied - but if a way of editing makes sense deciding to ignore it because some other editor does it would be pretty silly I think. And I'm not against using good ideas that others have, perhaps refining or altering them to work better for the particular case. I'm writing all the code myself, though - so it really is only the idea I'm using, not the implementation.

As for the specific features being shown here, you can ignore most of them if you want and do the editing in 2D. I'm not neglecting 2D editing as I'll show in a future movie.

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 03, 2009 07:04    Post subject: View user's profile Send private message Send e-mail Reply with quote

User movie uploads at GameTrailers has finally started working again. So to make watching the 3D editing demonstration video easier, here is the GameTrailers link: DarkXL - More Advanced 3D Editing

Thanks for watching. Smile

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

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 03, 2009 08:47    Post subject: View user's profile Send private message Send e-mail Reply with quote

That was really cool.

_________________
I don't think outside the box... I customize it.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: May 03, 2009 18:10    Post subject: View user's profile Send private message Send e-mail Reply with quote

I notice you frequently carved three new walls and moved the middle, in order to stretch the other two. You also occasionally used this to make a new sector.

You could bind that functionality to a single key. For example, the Jedi Knight editor Jed has an extrude key which takes a selected wall, and creates a sector to adjoin it to (two opposing surfaces match the selected wall geometry, and the remaining rectangular surfaces close off the sector to the world). You could do something similar.

Example:

Code:
 _
/ \
| | MY SECTOR, TOP DOWN VIEW
\_/
 _
/ \
| | <-- SELECTED WALL
\_/

EXTRUDE!
 _
/ \_
| |_| <-- NEWLY SELECTED SECTOR
\_/



You could similarly allow for "extruding" to keep it all one sector:

Code:
 _
/ \
| | MY SECTOR, TOP DOWN VIEW
\_/
 _
/ \
| | <-- SELECTED WALL
\_/

PSEUDO-EXTRUDE!
 _
/ \_
|  _| <-- NEWLY SELECTED WALL
\_/


Also it was difficult to see sector boundaries until you pulled down that ceiling for the doorway. You might want to highlight the edges of the current sector somehow so it stands out and you can see its boundaries.

[Edit: Looking closer I see it now, it's a bit tough to see. Maybe you should use a thicker or brighter line for it.]

One cool thing you could try in 3D mode is a texture alignment mode where you can click and drag on a surface to move the texture. You could have a snap-to-grid (every 1 unit would be a good default) and a free hand mode.

[Edit: From the last bit it seems you could also use automatic texture stitching.]

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 03, 2009 18:22    Post subject: View user's profile Send private message Send e-mail Reply with quote

The extrusion is a good idea, although using the current method will still exist.

As for seeing the sector boundaries - this are shown whenever you select a sector (by selecting a wall, floor or ceiling).

I'm planning on adding a "wall grid" for texture alignment and mouse control as well (I think I mentioned it somewhere, I don't remember) but its not in there yet. I'm also planning on allowing you to draw in extrusions, where you draw a quad on the wall (using the wall grid) and then extrude that. This would allow you to quickly create windows and doorways without having to move the floor and ceiling afterwards. Once slopes are supported then drawing and extruding more complex polygon shapes will work too (for DarkXL only maps).

Thanks for the suggestions and comments.

[Edit- and about the texture stitching - I need to adjust the texture offsets whenever a wall is split so that the split result looks the same as before the split (just like standard clipping, except with texture offsets instead of coordinates)]

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

Emon
Ree-Yees

Joined: 10 Aug 2007

PostPosted: May 05, 2009 18:03    Post subject: View user's profile Send private message Reply with quote

I STRONGLY recommend you learn to use JED and become familiar with its features, especially its grid snapping. It's extraordinarily powerful. A while ago Jon`C demonstrated his own editor on the Massassi showcase forum that had similar but more powerful features. I think I posted it here a while ago.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 08, 2009 08:10    Post subject: View user's profile Send private message Send e-mail Reply with quote

Well you guys are probably tired of hearing this but I'm still trying to make a deadline in another non-hobby related project. As soon as its met I will get the build I've been promising out. Thanks for your patience. Smile

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

Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: May 08, 2009 10:15    Post subject: View user's profile Send private message Send e-mail Reply with quote

You're such a tease... but I like it! Very Happy

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*ZaP*

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 08, 2009 21:22    Post subject: View user's profile Send private message Reply with quote

Ohhhh, nobody has all the time in the world, it's okay Smile
Besides, it's not like you're getting paid to develop this, and with the economy still running slowly, you gotta make a living somehow. I've still got patience.

Just out of curiosity, when is this deadline? I'm wondering when you'll have time to start work on DXL again.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 09, 2009 01:21    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
Ohhhh, nobody has all the time in the world, it's okay Smile
Besides, it's not like you're getting paid to develop this, and with the economy still running slowly, you gotta make a living somehow. I've still got patience.

Just out of curiosity, when is this deadline? I'm wondering when you'll have time to start work on DXL again.

As soon as possible, I'm already late - which is why I'm so short on time right now. Crying or Very sad

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

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 09, 2009 07:52    Post subject: View user's profile Send private message Send e-mail Reply with quote

Yay work....

I've had little time to myself lately since I work from 3 to midnight or later. These past couple weeks I've been at the photo lab till anywhere between 1 and 2 AM. Kinda wears me down...

But hey, the pay is good so I can't complain.

_________________
I don't think outside the box... I customize it.

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: May 10, 2009 01:47    Post subject: View user's profile Send private message Reply with quote

Well, let's hope you find enough time for everything.

_________________
----------------------------------------
"If they were created by man, then we can solve them by man." -Tim Sabien

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: May 12, 2009 23:30    Post subject: View user's profile Send private message Reply with quote

Well, it looks like the site is back to the way it was. This is good news.

_________________
----------------------------------------
"If they were created by man, then we can solve them by man." -Tim Sabien

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 13, 2009 09:13    Post subject: View user's profile Send private message Send e-mail Reply with quote

Why? Did I miss something?

_________________
I don't think outside the box... I customize it.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 13, 2009 17:20    Post subject: View user's profile Send private message Send e-mail Reply with quote

Burning Gundam wrote:
Why? Did I miss something?

Some people were having issues loading the site or having really slow response times. I think GreggD is saying that he isn't experiencing those problems anymore. Smile

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

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: May 13, 2009 17:40    Post subject: View user's profile Send private message Reply with quote

Burning Gundam wrote:
Why? Did I miss something?

The site has been acting rather wonky, as of late. In fact, it's been like that for a couple of months. But, now it seems to be back in order, though it might just be me. several of us have expressed a concern for this.

_________________
----------------------------------------
"If they were created by man, then we can solve them by man." -Tim Sabien

Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: May 20, 2009 13:48    Post subject: View user's profile Send private message Send e-mail Reply with quote

Hi Lucius, just got round to checking out the 3D editing video and I'm well and truly impressed Very Happy It all looks great but the instant texturing and sector flagging at the end looked really impressive. Just one thing and I'm sorry if this has been covered...

Whilst in 3D edit mode would it be possible to have a small 2D look down windown on screen so you check the plan of what you're creating in 3D? Either this or a super quick switch between the two views.

_________________
*ZaP*

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 20, 2009 17:31    Post subject: View user's profile Send private message Send e-mail Reply with quote

You already get a super quick switch between views (basically a 1 frame latency - i.e. 1/60 or 1/30 of a second usually). And the top down view is automatically centered around the camera position when going from 3D to 2D (your previous zoom level is reserved). And the camera position can be moved in the 2D view so when you go back to 3D view you can view whatever you need to. Also remember that the grid you see in 3D matches the 2D grid (they use the same settings) so that should give you a good sense of scale when switching back and forth.

Anyway thanks for the comments. Smile

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 27, 2009 20:45    Post subject: View user's profile Send private message Send e-mail Reply with quote

You guys will be happy to know that I will be resuming DarkXL development at full steam starting next week. My other (non-hobby) project will be slowing down some then - a major milestone is coming to a close. Smile

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

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: May 27, 2009 22:33    Post subject: View user's profile Send private message Reply with quote

Well, that's good news, seeing as I'm getting out of school next thursday. Then I'll actually have the time on my hands to try it out Smile

Out of curiosity, is there a chance you'll be done by then, or is it too early for an estimate of how much longer for the editor build?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 27, 2009 22:46    Post subject: View user's profile Send private message Send e-mail Reply with quote

Probably some time next week (near the end).

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

Weregoose
Gamorrean

Joined: 05 May 2008

PostPosted: May 28, 2009 00:09    Post subject: View user's profile Send private message Reply with quote

There it goes again. Heart, be still. Very Happy

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: May 29, 2009 05:30    Post subject: View user's profile Send private message Send e-mail Reply with quote

SORRY, Internet has stopped caring, DarkXL fad train has left the station.

All that matters to me now is my Ambassador. <3

(j/k, but I still have been playing a lot of TF2.)

_________________
http://www.mzzt.net/ | I am a respectable admin with a respectable sig.

Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: May 29, 2009 08:06    Post subject: View user's profile Send private message Send e-mail Reply with quote

I haven't stop caring Very Happy can't wait. I'm currently unemployed at the moment so right now would be a perfect time to release this thing for me... heh heh.

_________________
*ZaP*

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 29, 2009 08:13    Post subject: View user's profile Send private message Send e-mail Reply with quote

Thanks. Very Happy

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

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 04, 2009 10:29    Post subject: A suprise feature. View user's profile Send private message Send e-mail Reply with quote

Well in addition to the dynamic lighting, portal rendering enhancements, editor, reticles and so on there is one surprise feature that will be in the next build that I haven't shown yet, as seen in these screenshots:










Basically only the "emissive" (or full bright) pixels glow so you get nice contrast - it doesn't just blur the screen. The amount of emissiveness determines the strength of the glow, so when you make custom textures (for DarkXL mods) you'll have control over the effect.

There is still a little more polishing to do on this effect - its not finished yet.
As usual any comments are welcome. Smile

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

Weregoose
Gamorrean

Joined: 05 May 2008

PostPosted: Jun 04, 2009 11:28    Post subject: View user's profile Send private message Reply with quote

Oh, YES! That soft glow is brilliant – much better than the eerie "flavoring" of nearby textures that was given off last time.

BD Hopkins
Ree-Yees

Joined: 10 Apr 2009

PostPosted: Jun 04, 2009 16:47    Post subject: View user's profile Send private message Reply with quote

Weregoose wrote:
Oh, YES! That soft glow is brilliant – much better than the eerie "flavoring" of nearby textures that was given off last time.

If I understand Lucius' features correctly, the "flavoring" you're referring to is what he calls dynamic lighting, an extended feature that is still being included and can/will work in conjunction the lighting enhancements via "emissive" pixels that he just demonstrated. Is it correct that the latter is not meant to replace the former? If so, Lucius, how well do the two effects mesh together?

Keep up the great work!

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