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Posted

a collaberated effort would be nice. but we all seem to using something diff, which is good and bad, bad for obvious reasons, but good for the simple fact that if we all fail and give up in disgust, we all hve pretty good starts on map editors in like 4 diff languages hehe. take your pick.

 

im really confident in mine at this point. and believe me i wasnt at first. i knew 0 about DirectDraw going into this. but now all the really challenging things are done. mostly. still gotta save lvls, and ini's. which are time consiuming, not tricky.

 

things like cfg editors and f1 makers fit into that time-consuming not tricky category as well. ive never used the exsisting ones. but i get the idea, and its in the formating.

 

time will tell i suppose.

Posted

will it allow the setting of a background LVZ?

 

If so can i make the BG LVZ cover a cirtain area of the map? i have no idea how to do this ATM.

Posted

yeah, backgrounds.

 

yeah, cover certain area.

 

ive tried this some, and it works, but the bg's tend to slow the editor down some, so there will most !@#$%^&*uredly be a way to display only certain layers.

 

some more image stuff..........

Posted

You didn't mention SOS's gfx rotator requires 20mb+ of .NET runtime.

I'd also like to point out ... THAT IS NOT A SKIN EDITOR!!1 it's just command line 'makeskin' tool.

 

The 'dev suite' can be put in the 'uber web installer'. To prevent first time players from downloading a load of dev tools, there could be typical install and advanced install options (I don't know if this already exists, never tried it).

Posted

its not quite working yet, i need to :

 

write the add routines. which i have some in my head. blum.gif

 

finish the layering.

 

write the save ini routine.

 

im going to focus on getting all that working before i start on the same things for the level itself. importing high color and all that. much to do, it works pretty much like it looks it does. but some things dont quite all work. building gui elements before they actually work helps you keep track of your intentions.

 

the only thing i dont like is the load time. ssme opens in the blink of an eye.

 

my program takes quite a bit longer, but its preparing all the lvz things for use as well. once its loaded, its all speedy.

 

also as of now there is no zoom, dont expect this soon, but i know i will miss it myself. so ill have to try.

 

the radar doesnt resize, but it shrinks up if you want it to. i made the radar larger at this point. to compensate for the no zoom. until i can spend some time on that.

 

i also saw someone mention a "shadow map" ekted i think, ill prolly try and make that work too. loads up another level, displays it below everything with a grayscaled tileset, and you cant edit it. like tracing paper.

 

and the image thing. make a map in a 1024x1024 image with pixels. adn import it as a map.

Posted

starting to actually do things.....

 

image information optional display on images, to include layer, but not shown yet.

 

added basic drawing guides, mainly only usefully for when you get off the grid.

 

yadda yadda yadda. i sure hope this thing werks. hehe blum.gif

 

sos, what does your program do? smile.gif

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