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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Apr 27, 2009 19:08 Post subject: |
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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 
_________________ I don't think outside the box... I customize it. |
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ACE Ree-Yees
Joined: 10 Nov 2007
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Posted: Apr 27, 2009 22:51 Post subject: |
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hmmmmmm these features in the darkXL editor seem similar to the ones in Hammer, the world editor for Valves source engine. Just saying
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Apr 27, 2009 23:10 Post subject: |
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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.
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.
_________________ DarkXL....http://darkxl.wordpress.com |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: May 03, 2009 08:47 Post subject: |
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That was really cool.
_________________ I don't think outside the box... I customize it. |
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: May 03, 2009 18:10 Post subject: |
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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!
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/ \_
| |_| <-- NEWLY SELECTED SECTOR
\_/
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You could similarly allow for "extruding" to keep it all one sector:
| Code: | _
/ \
| | MY SECTOR, TOP DOWN VIEW
\_/
_
/ \
| | <-- SELECTED WALL
\_/
PSEUDO-EXTRUDE!
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/ \_
| _| <-- 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.]
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: May 03, 2009 18:22 Post subject: |
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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 |
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Emon Ree-Yees
Joined: 10 Aug 2007
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Posted: May 05, 2009 18:03 Post subject: |
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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.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: May 08, 2009 08:10 Post subject: |
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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. 
_________________ DarkXL....http://darkxl.wordpress.com |
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: May 08, 2009 10:15 Post subject: |
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You're such a tease... but I like it! 
_________________ *ZaP* |
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: May 08, 2009 21:22 Post subject: |
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Ohhhh, nobody has all the time in the world, it's okay
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.
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: May 09, 2009 01:21 Post subject: |
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sheepandshepherd wrote:
Ohhhh, nobody has all the time in the world, it's okay
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. 
_________________ DarkXL....http://darkxl.wordpress.com |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: May 09, 2009 07:52 Post subject: |
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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. |
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GreggD Gamorrean
Joined: 05 May 2008
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Posted: May 10, 2009 01:47 Post subject: |
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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
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GreggD Gamorrean
Joined: 05 May 2008
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Posted: May 12, 2009 23:30 Post subject: |
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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
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: May 13, 2009 09:13 Post subject: |
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Why? Did I miss something?
_________________ I don't think outside the box... I customize it. |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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GreggD Gamorrean
Joined: 05 May 2008
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: May 20, 2009 13:48 Post subject: |
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Hi Lucius, just got round to checking out the 3D editing video and I'm well and truly impressed 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* |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: May 20, 2009 17:31 Post subject: |
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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. 
_________________ DarkXL....http://darkxl.wordpress.com |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: May 27, 2009 20:45 Post subject: |
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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. 
_________________ DarkXL....http://darkxl.wordpress.com |
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sheepandshepherd Trandoshan
Joined: 01 Apr 2008
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Posted: May 27, 2009 22:33 Post subject: |
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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
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?
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Weregoose Gamorrean
Joined: 05 May 2008
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Posted: May 28, 2009 00:09 Post subject: |
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There it goes again. Heart, be still. 
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: May 29, 2009 05:30 Post subject: |
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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. |
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Marley Gamorrean
Joined: 30 Sep 2003
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Posted: May 29, 2009 08:06 Post subject: |
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I haven't stop caring 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* |
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lucius DarkXL Developer

Joined: 17 Feb 2008
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lucius DarkXL Developer

Joined: 17 Feb 2008
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Posted: Jun 04, 2009 10:29 Post subject: A suprise feature. |
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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. 
_________________ DarkXL....http://darkxl.wordpress.com |
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Weregoose Gamorrean
Joined: 05 May 2008
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Posted: Jun 04, 2009 11:28 Post subject: |
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Oh, YES! That soft glow is brilliant – much better than the eerie "flavoring" of nearby textures that was given off last time.
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BD Hopkins Ree-Yees
Joined: 10 Apr 2009
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