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Pokeditor - The P3D map editor | testing build available

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DracoHouston

Kolben Developer
Contributor
little update on today's work
i got those icons going, they have tooltips too, im mousing over 1 of them in this but print screen removes your mouse cursor. this is the main screen layout so far. i want a summon cursor block button to make it come to where your camera is like the old behaviour. the cube stays put until I hold left mouse button now, but I only have up/down movement going so far, now thats working the others will be easy. if you set the grid snap and scroll the mouse wheel you'll move the block up 1, 0.5, 0.25 or 0.1 tiles up or down, for fine adjustments.

Gave the entities screen a lick of paint. No textures or help menu yet though.


also, textures screen will be so you can see all available tile sets and sprites, pick 1 and specify the part of the image you want (including the whole thing). So for a wall of a certain texture you'd find the texture, then go to entities and select walls, and go into placement mode where you'd get your entity, snapped to the cursor block, where you could find the location you want and place it. i guess then you'd have to use resize and move mode to get it perfect, not sure how i'd streamline that with the whole click-drag to move cursor thing.
 

Splint

Champion
Coming along very nicely great job so far :D

I was wondering though would it be possible to implement a option to switch between camera angles or "View Points" as u could call them basically memorizing the current position and angle of the camera for easy swapping between for instance regular flying trough the map camera and a top down view.

Unreal Editor has viewports for these purposes but i think that requires a hell of allot of work to implement.
 

DracoHouston

Kolben Developer
Contributor
Coming along very nicely great job so far :D

I was wondering though would it be possible to implement a option to switch between camera angles or "View Points" as u could call them basically memorizing the current position and angle of the camera for easy swapping between for instance regular flying trough the map camera and a top down view.

Unreal Editor has viewports for these purposes but i think that requires a hell of allot of work to implement.
you're right on all counts, sadly. right now my goal is a program that lets people make maps in a WYSIWYG 3d view. unrealed is an ideal to strive for, and whatever i release first won't be the last version of it. all that quality of life stuff is important and have to be pursued down the road
 

Tav

Fisherman
This map editor will be awesome for mods :D

I have made 32x32 textures (for fun of it, don't judge) using HG/SS stuff, but the trees simply won't look good within 1 cubic tile since the trees got a lot bigger...

 

DracoHouston

Kolben Developer
Contributor
This map editor will be awesome for mods :D

I have made 32x32 textures (for fun of it, don't judge) using HG/SS stuff, but the trees simply won't look good within 1 cubic tile since the trees got a lot bigger...

your trees will most likely be billboard sprites so dimensions don't matter. Just stick them somewhere where they won't mess up your neat line of tiles
 

DracoHouston

Kolben Developer
Contributor
a mate on another forum showed me the msdn example for using project/unproject which means a fully mouse driven ui will be easier to do. going make it so i can click on entities in the world and that will allow for a lot of progress. the concept of the cursor block may remain in placement mode, you could manipulate the block to set position, size, rotation and scale then click add to put whatever it was into the map
 

DracoHouston

Kolben Developer
Contributor
clicking on the floors adds them to a list of selected entities, the level then sees if something is selected when drawing the bounding box and makes it red like so

next job will be making sure floors group (even if they are spawned as part of an entity field floors go in another list that isn't grouped by field) so you can select floor fields (maybe i can have a button you hold down to change it to selecting individual entities regardless of if they are in a field or not). for the other entities selection mode should be Done.

removing selected entities will be simple after that. editing entities will require some work with window designer forms, something I have to read the docs on still. the edit entity thing will be a little window like unrealed has so you can have it open while working on the map. if i can make it so you can edit entities in a form that will pave the way for mouse driven move, rotate, scale and resize modes. then it needs placement mode and we're done. no ETA yet of course but this project shouldn't take more than a few weeks at the very most
 

DracoHouston

Kolben Developer
Contributor
i think what im going to do with fields is you can change between select entity or select field, fields will need extra work because they are actually a macro for creating a lot of entities at once, though their groupings are stored in lists also. i will have to figure out how to deal with making a big field and hollowing it out and resizing it, does it fill back in? thats probably easiest

i got the picking working really well, now it goes through every single entity and finds the closest of the ones that are under the cursor. without that you'd click and it'd select stuff under what you clicked. it was awful
 

DracoHouston

Kolben Developer
Contributor
nilllzz while you're online still, make an account on bitbucket please so i can invite you to the repo. :) if you've never used git before we can talk about how you do it when it's not christmas lol. i'm a noob at it but i got a nice windows gui for it that seems to take care of the basics of committing, pushing and pulling
 
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