The Dawn of the level editor

Discuss the development of Reality Factory 2
Shoujoboy
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Re: The Dawn of the level editor

Post by Shoujoboy » Fri Jul 11, 2008 5:43 am

Sheesh !! I didn't even know about this !!! I guess there'll be no reason to move on to another engine(after I've gotten my fill of RF of course) sounds like you guys are doing a great job !!!

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AndyCR
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Re: The Dawn of the level editor

Post by AndyCR » Thu Jul 17, 2008 12:46 am

Thanks. :)

* EditorObject class for hiding things which shouldn't be visible during gameplay
* SubEntity support for actors in selection code
* Depth bias detection in selection code
* Split off selection indicator code as an EditorObject
* Move widget as an EditorObject
* EditorObjectManager class
* Selection now operates on RF2GameObject's, not Ogre::MovableObject's

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AndyCR
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Re: The Dawn of the level editor

Post by AndyCR » Sat Jul 19, 2008 6:11 pm

I'm going out of state for 2 weeks to visit family starting on the 27th, so you won't hear much from me during that time.

I put in collision detection last night, which is a major, major step - right now it's just bounding box based, but it works, and I'll expand it to per-poly later. However, doing so exposed some severe flaws in the scripting, so I'm going to have to rework some of the scripting and game object code to make room for better scripting and the attribute system will work better as well. Not fun, but necessary.

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Sph!nx
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Re: The Dawn of the level editor

Post by Sph!nx » Sat Jul 19, 2008 7:59 pm

Sweet job. Have fun!
Regards Sph!nx

Sven Co-op, DevEd: Development & Editing

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AndyCR
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Re: The Dawn of the level editor

Post by AndyCR » Sun Jul 20, 2008 1:38 am

Thanks!

Oh, that was fun. To abbreviate heavily, Boost python was doing some very very strange things behind the scenes, so collision detection was failing. I fixed it, though, and (big red warning lights!) VERY SIMPLE BOUNDING BOX BASED collision detection works beautifully now. There's still a little work to be done, but I can finally have things hit things and detect that more or less accurately.

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bernie
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Re: The Dawn of the level editor

Post by bernie » Sun Jul 20, 2008 12:54 pm

Great work Andy. Are we getting near to a test release at all? I would really like to see it in action as I'm sure most of the folks here would too. Enjoy your trip.

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Sorington
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Re: The Dawn of the level editor

Post by Sorington » Mon Jul 21, 2008 10:26 pm

Yes it would be great to be able to test it! :D

take fun in your visit!
Greetings, Sorington

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AndyCR
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Re: The Dawn of the level editor

Post by AndyCR » Thu Jul 24, 2008 6:29 pm

bernie wrote:Great work Andy. Are we getting near to a test release at all? I would really like to see it in action as I'm sure most of the folks here would too. Enjoy your trip.
I'm honestly not sure. I've been dying to release something, but feel it's better if I hold off for now.

* Python/GameObject pointer lookup class
* First steps to collision detection using Bullet rather than Ogre AABB's
* RF2GameObject Indicator and associated functions - used for objects which aren't really visible, like lights
* Indicator implementation in RF2Light, with light billboard and coloring based on light color
* Light movement in editor
* Attribute system mostly done

Hide indicators if not in editor
Fix move widget raycasting plane orientation issue

Attribute groups?
Attributes as structures?

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AndyCR
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Re: The Dawn of the level editor

Post by AndyCR » Tue Jul 29, 2008 2:11 am

Ok, I'm finally leaving for that trip. I should be back in about 2 weeks. I'll be working on RF2 during it, but may not have internet access to check into SVN.

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steven8
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Re: The Dawn of the level editor

Post by steven8 » Tue Jul 29, 2008 11:03 am

Sounds like you are doing a fantastic job, Andy! Enjoy your trip.
Steve Dilworth - Resisting change since 1965!

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AndyCR
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Re: The Dawn of the level editor

Post by AndyCR » Fri Aug 15, 2008 12:06 am

Thanks! :)

I'm back from the trip now.

* Rough version of a material browser
* Beginning of settings system in Dawn

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scott
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Re: The Dawn of the level editor

Post by scott » Fri Aug 15, 2008 6:52 am

awsome, keep the good work up :D, nice progress.
*GD*

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steven8
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Re: The Dawn of the level editor

Post by steven8 » Fri Aug 15, 2008 10:43 am

Welcome back!
Steve Dilworth - Resisting change since 1965!

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AndyCR
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Re: The Dawn of the level editor

Post by AndyCR » Sun Aug 17, 2008 4:21 am

Well, I'm having some serious issues with Ogre at the moment. Ogre seems to be doing some very strange things, like having objects cross over from the material browser scene manager to the game scene manager, and so on... Things which are making this very unpleasant. I'm not sure what I'll do. I'll probably try the SVN version of Ogre to see if it is fixed yet.

In the meantime, I am taking a break from RF2 development. My wrists need time to heal again; they didn't get rest on the trip due to working during it.

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steven8
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Re: The Dawn of the level editor

Post by steven8 » Sun Aug 17, 2008 6:09 am

Take you time and heal up. Nothing is more important than taking care of yourself.
Steve Dilworth - Resisting change since 1965!

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