- Joined
- Aug 3, 2004
- Messages
- 710
Very awesome work. An almost 1:1 terrain renderer is an amazing feat of work. With a bit of optimization this will be incredible.
(25 ratings)
It's a proof of concept. The biggest roadblock in making a custom editor have always been the terrain editor. With this work, we have the opportunity to create the editor of our dreams, that wont rely on hacks or other sketchy methods to work. And as he's already showcasing now with his pathing palette tool, we can even add things the original editor couldn't do. In this case, you can change the pathing using a brush instead of pathing blocker doodads, and you can do it on a more detailed level that pathing blockers can.Well you got Ralle eating out of the palm of your hand, so it must be important. ; )
What's this all about, then?
Oh geez.It's a proof of concept. The biggest roadblock in making a custom editor have always been the terrain editor. With this work, we have the opportunity to create the editor of our dreams, that wont rely on hacks or other sketchy methods to work. And as he's already showcasing now with his pathing palette tool, we can even add things the original editor couldn't do. In this case, you can change the pathing using a brush instead of pathing blocker doodads, and you can do it on a more detailed level that pathing blockers can.
It's largely in part because we didn't understand how the renderer worked and we only had a partial understanding of the data format. Because of @GhostWolf we got a better understanding of the data format, thanks to his endless tinkering with it and his own terrain viewer. This knowledge was built upon by @eejin, who then started to work on this editor. So it's been a arduous process of figuring out all the details needed to make this terrain editor possible.(Why was the terrain editor the hardest part?)
I laughed. That was funny.In this video, we glimpse the one true existence of a being with the holy HiveWE available to them.
The Open Source World Editor, shown to me in my visions, is the future of the community.
A custom editor that has features which the normal editor does not have. Like directly editing the pathing map. We can add any feature we like at anytime. And it is open-source!What is so mindblowing about this?
The technology itself could be used as a web renderer to check maps without having to download, but that is not the case right now.
That said, I am obviously missing something entirely.
Welp, unsubscribed.Eventually you get to a point where it doesn't matter if it can interface with the standard WE because there's no reason you would ever use the standard one. Like how people don't still use MS Word 2003 when you have Word 2016.
If you need to save the old .doc file format, just enable compatibility mode. If you want to save the old .w3x from 2003, that could be called compatibility mode, too.
That's very... graphic. and somewhat inappropriate IMO.Is this what would happen if all of us collectively shot a load onto the same spot?
To expand a bit on this idea, it should be noted that it's fully possible to use a model as terrain. Me and a user named @Infinitynexus once did this as a test. This gives you 100% freedom to make the terrain exactly how you'd like, even including animations, light sources and more, but of course it required more work. Our process involved creating the terrain in the "Valve Hammer Editor"(editor for Half-Life maps), export it to an .obj model, import it into another modeling program, texture it and finally export it to an mdl/mdx.
To expand a bit on this idea, it should be noted that it's fully possible to use a model as terrain
Ayup. It's pretty easy too. We did it in a two part system, one for the ground you walk on and one for the ceiling in case of buildings. This was way back when we we're toying with the very first FPS demos.You mean like this?
I'm planning on releasing one for Mac and maybe even Linux. I'm working with somebody to compile it on a Mac so we should have that available in not too long a time.Does someone know if one day tools like this one would be available on Mac ?
I'm planning on releasing one for Mac and maybe even Linux. I'm working with somebody to compile it on a Mac so we should have that available in not too long a time.
I Agree. I added tooltips to all existing buttons in my unreleased version.I think that a very important thing here is to add tooltips to all buttons in your program.
Appears related to opening War3locale.mpq. Possibly Russian locale files are contained in it that are not being read properly?I got error :
Appears related to opening War3locale.mpq. Possibly Russian locale files are contained in it that are not being read properly?
StarCraft II editor already offers features such as painting pathing.Looks good, but will it eventually be able to "work" with Starcraft 2?