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Pokeditor - The P3D map editor | testing build available

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Splint

Champion
I have never worked with shaders before what are the purpose of them?

Code:
{"Shader"{SHA[{"Shader"{sngArr[0.5,0.5,0.5]}}{"StopOnContact"{bool[1]}}{"Position"{intArr[21,5,4]}}{"Size"{intArr[5,5]}}{"ObjectSize"{sngArr[1,1]}}]}}
U have a whole lot of them in your map all on the same position 21,5,4 removing those seem to remove the shadows.

Try it open up your map in notepad remove all shaders and save the map then open it up in your editor and the shadows should be gone copy 1 of the shader line back in reload and the shadow square returns.
 

red dogg

Pokémon Ranger
yep that was it, weird how they got there but at least they are gone now, i'll upload it without all the shaders so people can walk around on it if they want to, no npc's or anything just the main layout but i figured it would help the people that are making this game to have a layout to edit rather than to have to make the whole layout itself
 

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DracoHouston

Kolben Developer
Contributor
thanks! btw is there a list of the textures for the pokeditor? i mean your telling the program the coordinates of the textures in a large pic, so is there a picture where I can see all the avaiable textures and their coordinates?
no, sorry. that sort of thing is planned but i didnt get a lot of quality of life stuff into this release :(
 

DracoHouston

Kolben Developer
Contributor
I have never worked with shaders before what are the purpose of them?

Code:
{"Shader"{SHA[{"Shader"{sngArr[0.5,0.5,0.5]}}{"StopOnContact"{bool[1]}}{"Position"{intArr[21,5,4]}}{"Size"{intArr[5,5]}}{"ObjectSize"{sngArr[1,1]}}]}}
U have a whole lot of them in your map all on the same position 21,5,4 removing those seem to remove the shadows.

Try it open up your map in notepad remove all shaders and save the map then open it up in your editor and the shadows should be gone copy 1 of the shader line back in reload and the shadow square returns.
they literally shade an area, i think it just does colours. would be sick if nilllzz made it do a few standard hlsl style shader operations like reflect, refract, emmisive lighting etc so you could do semi transparent wavy glass, proper water and glowing windows like that night time goldenrod city in source engine screenshot from some thread here john posted last week
 

DracoHouston

Kolben Developer
Contributor
reflect/refract shader water would be pretty sick, could probably make it look like it fits the rest of the game with a good enough texture on it
 

DracoHouston

Kolben Developer
Contributor
that looks kinda wrong... all i got in that program is a line with:"filename(without .nxb)"and after that i can type sth... also it crashes if i press "Go for it!"
you put the exe in a folder full of xnbs, run it, click go for it without changing anything and it should just extract every png in the folder. i just move it around extracting until i got png copies of everything
 

DracoHouston

Kolben Developer
Contributor
turns out when i rewrote how individual entities save i broke individual->field conversion, entities with a size above 1,1 will save as fields now. this also applies to adding entities (it uses a copy of the same code so it broke there too)

the next build will be compiled without debug stuff and will come with 0.20. i'm looking for a few more obvious bugs but it seems pretty stable. i am NOT happy with this ui though, more quality of life features next week and less getting the maps to save at all
 

DracoHouston

Kolben Developer
Contributor
im clearing this thread now the release build is in nilllzz's hands. a new thread for using pokeditor will be made in a sec.
 
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