The Dawn of the level editor

Discuss the development of Reality Factory 2
User avatar
AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Re: The Dawn of the level editor

Post by AndyCR »

I have RF2 running inside a wxWidgets app... Kind of. It runs, but it's by no means pretty; RF2 was designed as an executable, and still "feels" like one despite being a DLL now. I'm going to have to refine the interface a -lot-, but hey, it works, and that paves the way for the editor.
Danimita92
Posts: 335
Joined: Sat Feb 09, 2008 5:47 pm
Location: Lanzarote/Canary Islands/Spain

Re: The Dawn of the level editor

Post by Danimita92 »

Sounds cool, although a good appearance helps
User avatar
AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Re: The Dawn of the level editor

Post by AndyCR »

:) I'm sorry, when I said "pretty" I meant the code, not the program.
User avatar
AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Re: The Dawn of the level editor

Post by AndyCR »

I'm still working at it. The RF2 FrameListener class used to be a giant chunk of code which controlled most of what RF2 did; I'm splitting it into a number of singletons which accomplish the same thing (RF2::InputManager, etc.). This will allow me to continue working on the editor without cursing the RF2 DLL interface design every 2 minutes.
User avatar
AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Re: The Dawn of the level editor

Post by AndyCR »

Still working on improving the core of RF2 to better allow what I envision for the editor. The editor itself is doing some things, but it's not what I would call an editor yet. There's a lot of delicate scene management work to do to make sure all kinds of very strange things don't happen when saving or loading levels. All objects are in the same scene, but some shouldn't be saved - things like the move handles. When saving the level, there will have to be a scene query to make sure that things like that aren't saved (by adding a query flag to "editor-system" objects).
User avatar
AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Re: The Dawn of the level editor

Post by AndyCR »

I've (mostly) finished fixing the RF2 DLL interface, I have done the viewport camera movement, and I'm moving on to object selection and internal level structure. I have an experimental level format loading (stock Ogre DotScene, which isn't going to work for us as is due to things like entities), but it's not exactly what I want and I'm probably going to throw most of it out.

There are all kinds of ugly design decisions rearing their heads right now, and I'm wishing I had planned more for the level editor as I did for the shell. I'll get it, though, even if not the very first time out.
dylanwinn
Posts: 84
Joined: Wed Mar 05, 2008 6:15 am

Re: The Dawn of the level editor

Post by dylanwinn »

NUMBER THREE!!!!

Yay, I always wanted to make my RF maps just l can in Garry's MOD!

Someone start coding, NOW!!!!

xD
User avatar
AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Re: The Dawn of the level editor

Post by AndyCR »

I've ripped out the viewport camera movement code because it didn't actually work correctly and redone it so I can't make it fail, as well as making camera dragging happen on a timer to pave the way for selections and such.
User avatar
AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Re: The Dawn of the level editor

Post by AndyCR »

Added roll function to rfobjects.camera, added "addcompositor" and "removecompositor" to rfobjects.camera allowing post-processing effects, added axis-constrained mouse-controlled object movement groundwork for move widget in editor.
User avatar
scott
Posts: 1151
Joined: Tue Jul 05, 2005 1:59 am
Location: United Kingdom

Re: The Dawn of the level editor

Post by scott »

this looks awsome, sorry i havnt replied much but have been working none stop for ages and dont have the time, is the sourcforge site got all the files needed to compile the current RF2 and if so instructions on how to turn it into an .exe i know its not gona b pretty but i could really do with the more power now, RF is strugling to render what milkshape can easily do, this is also after optomising areas so RF2 would be really handy about now.
*GD*
User avatar
AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Re: The Dawn of the level editor

Post by AndyCR »

scott wrote:i know its not gona b pretty but i could really do with the more power now, RF is strugling to render what milkshape can easily do,
Milkshape must have improved pretty significantly since I last saw it.
scott wrote:is the sourcforge site got all the files needed to compile the current RF2 and if so instructions on how to turn it into an .exe
Not the version I've been working on that has the editor, but the version from before I started it. Instructions simply don't exist yet (they do exist, but they are old - I need to update the sticky about compiling RF2 on Windows, and forgot all about it needing updating until very recently), but all you really need is the Ogre SDK, Visual C++ 2008 (or 2005 with the Platform SDK), Python 2.5, and Boost Python.
User avatar
scott
Posts: 1151
Joined: Tue Jul 05, 2005 1:59 am
Location: United Kingdom

Re: The Dawn of the level editor

Post by scott »

milkshape does crash alot but it has better frame rate and texture mapping than RF, I know RF uses alot of resources for other things than just rendering but still i can easily move models that reach its limit polly count easily and instantly.

Well i cant wait till the latest stuff is up there on sourceforge, possibly with the smallest help document ever (just to get us started and pointing in the right direction) but i will wait as rushing doesnt get anywhere

also have you set up a donation fund for people who may wish to donate towards your project? (just an ida there)
*GD*
User avatar
ardentcrest
Posts: 735
Joined: Wed Jan 25, 2006 10:55 pm
Location: Ireland

Re: The Dawn of the level editor

Post by ardentcrest »

Stop thinking of printing presses and give us an update :wink:
He's a Bot Jim, But not as we know It.
User avatar
AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Re: The Dawn of the level editor

Post by AndyCR »

There's not that much to tell. I went on a trip for a week, and work on the level editor is mainly in the non-flashy areas - things like selection code.
User avatar
Sph!nx
Posts: 297
Joined: Thu Feb 22, 2007 7:26 pm

Re: The Dawn of the level editor

Post by Sph!nx »

Keep up the good work and take your time!
Regards Sph!nx

Sven Co-op, DevEd: Development & Editing
Post Reply