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Re: The Dawn of the level editor

Posted: Fri Jul 11, 2008 5:43 am
by Shoujoboy
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 !!!

Re: The Dawn of the level editor

Posted: Thu Jul 17, 2008 12:46 am
by AndyCR
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

Re: The Dawn of the level editor

Posted: Sat Jul 19, 2008 6:11 pm
by AndyCR
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.

Re: The Dawn of the level editor

Posted: Sat Jul 19, 2008 7:59 pm
by Sph!nx
Sweet job. Have fun!

Re: The Dawn of the level editor

Posted: Sun Jul 20, 2008 1:38 am
by AndyCR
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.

Re: The Dawn of the level editor

Posted: Sun Jul 20, 2008 12:54 pm
by bernie
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.

Re: The Dawn of the level editor

Posted: Mon Jul 21, 2008 10:26 pm
by Sorington
Yes it would be great to be able to test it! :D

take fun in your visit!

Re: The Dawn of the level editor

Posted: Thu Jul 24, 2008 6:29 pm
by AndyCR
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?

Re: The Dawn of the level editor

Posted: Tue Jul 29, 2008 2:11 am
by AndyCR
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.

Re: The Dawn of the level editor

Posted: Tue Jul 29, 2008 11:03 am
by steven8
Sounds like you are doing a fantastic job, Andy! Enjoy your trip.

Re: The Dawn of the level editor

Posted: Fri Aug 15, 2008 12:06 am
by AndyCR
Thanks! :)

I'm back from the trip now.

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

Re: The Dawn of the level editor

Posted: Fri Aug 15, 2008 6:52 am
by scott
awsome, keep the good work up :D, nice progress.

Re: The Dawn of the level editor

Posted: Fri Aug 15, 2008 10:43 am
by steven8
Welcome back!

Re: The Dawn of the level editor

Posted: Sun Aug 17, 2008 4:21 am
by AndyCR
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.

Re: The Dawn of the level editor

Posted: Sun Aug 17, 2008 6:09 am
by steven8
Take you time and heal up. Nothing is more important than taking care of yourself.