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Author Topic: world editor alpha  (Read 3180 times)

« on: July 27, 2010, 06:44:26 PM »
I am proud to present my current project, a world editor for placing instances at runtime. It is still in development and there are still some problems in the current version that i have to solve but the main functions are OK.
-------------------------------------
the current supported features are:


Version 103

placing of 2 different skinmesh imposter
scaling, rotating and moving (after placement)
random scale and rotation

saving and loading the coordinates

Version 104

placing multiple random imposters
new camera controll
3 different plants
hide all iposters of a plant
added treeshader
--------------------------------------

How to use it:
for your custom world:
replace the plane 100 rigidbody with your world rigidbody "World Editor V103_0\3DRad_res\objects\RigidBody\data"

Enter enables placing mode
+/- changes current plant
F5 save
F6 load
F1 hide all imposters of selected plant
F2 show all imposters of selected plant
wasd, qe for camera movement

Look at the attached picture for more interface descriptions.

There is also a 3d Rad project that can load the saved data.
-------------------------------------
planned features:

support of more plants (and particle system imposters)

new icons
(open/save dialog)
compression of saved code
-------------------------------------


credits:


genetransfer for move objects to mouse 3d position http://www.3drad.com/forum/index.php?topic=3588.0
Rush3Fan     for sprite sliders http://www.3drad.com/forum/index.php?topic=4236.0
shadmar for the treeshader http://www.3drad.com/forum/index.php?topic=3715.0
« Last Edit: August 01, 2010, 07:16:01 PM by Mandelbaum »

leon

« Reply #1 on: July 27, 2010, 07:41:31 PM »
 ;D
This looks good gonna try it out. ;D
nice work :)

be even better if it could place multiple rigidbodys ::)
« Reply #2 on: July 28, 2010, 01:54:33 AM »
Sounds super! Will it also move over terrains (I see a flat surface now)?
I think rigid body imposters are needed to add collision to the skinmeshes. That (plus a snapping feature) in fact would make the editor complete.
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #3 on: July 28, 2010, 05:17:08 PM »
thanks for the reply, in the next version it will be possible to place multiple imposter's (0-200) on a spherical area. I will release it when i am done with "hide imposter's that are not on he screen" and propably a lod system.
There is still a little problem when placing multiple imposter's on a terrain with great height differences because the placing takes to long if i increase the scan length.

If there would be rigidbody imposter's it would be easy to include them but unfortunately there aren't any at the moment.
What do you mean with snapping feature?

The skinmeshes have 7658 faces and it still works with 10 fps and 400 imposter's (3 063 200 faces total)
and that on my poor old Pentium 4 system  ;D  i love imposter's
« Last Edit: July 28, 2010, 05:26:00 PM by Mandelbaum »
« Reply #4 on: July 29, 2010, 12:57:29 AM »
With snappng I mean that you move objects to vertex points of another object. For example if you want to create a level composed out of block segments, you just snap them together (instead of manially moving them close to each other).
Is this tool working with th default terrain? What hight differences can't be used? Anyway, I think that big hight differences rarely occur.

This is looking super btw!  :o
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #5 on: July 29, 2010, 08:25:22 AM »
Now i understand what you mean  ;D. You're right, snapping would be a very interestring feature (just remembered the Dungeon Siege 1 editor  :))  but without rigidbody imposter's it would be really hard to make a collision detecting for it.
I changed the default terrain some times ago because a RB is easier to replace with self made terrain.
« Reply #6 on: July 29, 2010, 03:51:12 PM »
Nice work, looking forward to see more. :)
« Reply #7 on: August 01, 2010, 07:25:35 PM »
here comes Version 104 (attached on first post)
changes in this Version:

placing multiple random imposters
new camera controll (wasd qe)
3 different plants
hide all iposters of a plant (F1, F2)
added treeshader

I tried to make a lod system as well but i didn't find a good way (or at least one that's working for me ^^).
Also the height detection is deleted in this version , all Imposters will be placed on the same height. It takes to much processing power to calculate the y coordinate with iObjectScan for a huge amount of imposters.
« Last Edit: August 02, 2010, 06:03:56 AM by Mandelbaum »
« Reply #8 on: May 24, 2012, 09:59:45 AM »
hey mandelbaum can you please post the project file coz i am in great need of this kind of system. I would be very greatefull to you. Please help.
« Reply #9 on: May 24, 2012, 10:14:17 AM »
hey mandelbaum can you please post the project file coz i am in great need of this kind of system. I would be very greatefull to you. Please help.

Dude! Come on! This topic is bloody two years old!
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #10 on: May 24, 2012, 09:23:09 PM »
But I want that system, the project file just have two scripts and two useless skinmeshes. I am unable to undersatnd anything, I know you are a stud so please try your hand,,..i would be very gratefull if you would just write the indigators wht the function does( world editor loader). Help if you have time, otherwise let it go. Dont waste your time with me like MIKE HENCE. :'( :'( :'(
« Reply #11 on: May 24, 2012, 11:42:50 PM »
What he told you was the post is from 2010 and the user that made the file last posted back in 2010 therefore he no longer uses 3DRad and I am quite sure no longer has the files you want so they are gone. He is not trying to harass or embarass you, just stating the very obvious.
"This town is infested with Killer Cockroaches!"

You have 3 options: Good, Fast, and Cheap. Pick TWO.
« Reply #12 on: May 25, 2012, 09:06:53 AM »
the project file is attached above and robertoo can do everything. ;) ;) ;)
« Reply #13 on: June 10, 2012, 04:46:36 AM »
And i'm sure he learnt to 'do everything' by spending time looking at scripts and help files and angelscript tutorials to work out what those scripts did so he understood them and could apply that knowledge to help himself.
i'm, as usual, not trying to be harsh, its just that if there's a function that you don't understand click the help button, it tells you what it does and you can apply a bit of reasoning to figure out what it does in the script.

and just so you know if the user name says 'guest' they aren't on the forum anymore which is what roberto was pointing out
« Reply #14 on: June 10, 2012, 07:17:13 AM »
Quote
Dont waste your time with me like MIKE HENCE.   

anyone who takes the time to try and help you will be wasting their time...

it's your attitude...

you don't wanna take the time to do or to learn anything yourself... you want everyone else to spend their time making your game for you... you leech off of everything you see here...  and you think it's everyone else's job to make your game for you...

and then when someone tries to help you by pointing out the reality of what you need to do in order to make a game,  you get indignant...

you're a real piece of work...

--Mike

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