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Master Editor 2


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#1 slayer 64

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Posted 30 October 2009 - 02:46 AM

  • Title: Master Editor 2
  • GM Version: 7
  • Registered: yes
  • File Type: gmk exe
  • File Size: 3.5MB
  • File Link: master editor 2
Description

Master editor 2 is a 3d model creator. it's still a work in progress but i thought someone would still like to see it. features: saving and loading in game maker format, uv mapper, color alpha mapper, vertex lighting normals are calculated, rotating, scaling, and translating points. ASDWQE and right click moves the camera. drop in a new triangle, click the edge of it to create more triangles. hold B to copy selected triangles. hold ZXY to move selected points around. draw a rectangle on the screen to select more points. look at the help for explanations on all the features. windows can be moved, hidden, or resized. the texture in the uv mapping window can be moved and scaled. there is an auto map function which lays the texture seen in the uv window onto the selected triangles. uses d3d_model_load_ext and mosaic light obj importer, so you can load anything they can.

Screenies


Posted ImagePosted Image
Posted Image


Edited by slayer 64, 30 April 2012 - 01:51 AM.

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#2 dadio

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Posted 30 October 2009 - 02:56 AM

Looks good, but without an easy to use interface, will not be used/tried by many.

Hope to see an interface & this turn into a full fledged quality 3D level editor in the future:
could be really really popular if all the tools & base camera & movement code are included.

Keep up the great work! :(
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#3 Newly Discovered

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Posted 30 October 2009 - 02:59 AM

nice job, it's a big step!
one thing I'd much prefer, is having zxc change zxy, so they actually make sense to me.
uv mapping was easy once I realized there were flashing dots.
now it just needs an interface!

good luck!
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#4 Robert3DG+

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Posted 30 October 2009 - 03:12 AM

Nice work man, great to see your still making new stuff after since we last talked :(

Can't wait to see any updates to this!
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#5 freko

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Posted 31 October 2009 - 12:15 PM

Amazing this will help me a lot.
I'm going to convert this to U3d later.
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#6 slayer 64

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Posted 31 October 2009 - 08:13 PM

i updated the editor.
the windows work better and there is a window with all the buttons in it so you don't have to memorize anything, just click the buttons.

ZXC keys can move points in the ZXY plane. ZXY keys also work.

Edited by slayer 64, 31 October 2009 - 08:16 PM.

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#7 icuurd12b42

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Posted 08 November 2009 - 08:38 PM

Looks like it's using d3d model. But it failed to load my tank...

1) can you give it the extention .d3d
2) can you support both 9 and 8 models vertices because there is little diff between the two. 8 is not color/apha mapped while 9 is. GM dont care fore the alpha or color values at the end of the line so you can save with 8 without doing any changes to your code, as an option. 9 models cannot be transparent of have color blending in game.


How do you rotate the camera? I only figured out panning, zooming and up down.
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#8 frankpiet

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Posted 08 November 2009 - 09:34 PM

Had a play around with it.
Pros: simple, good uvmapping(nearly better than uvmapper!)
Cons: the WORST camera interface I have ever used, Screen can get cluttered, flickers on uvs too fast

Suggestions:
start points on the uv map/colour map with some sort of structure
wasdqe=forward/back/left/right/up/down and scroll for zoom
Make it so you have to load the texture rather than choose(i know you can put your own in)
label x/y/z axis(lol)
menubar at top
more smaller toolbars
Picture icons with hints after hover

still needs work but good

Edit: vadim remineded me - undo/redo

Edit 2: Been editing around with the gmk...
Made the camera how I like it(google earth style lol)
Spread the commands around from one toolbar into like 4 (you made a very simple base)
Made all the keyboard shortcuts into scripts
some other little things
If you want to see it just ask

Edited by frankpiet, 09 November 2009 - 06:54 AM.

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#9 vadim647

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Posted 08 November 2009 - 10:08 PM

Looks interesting...

also, you should mention that fastest model building is dragging a edge of triangle (makes a new triangle, connected with edge owner). It is not listed in help file, but exists. i don't fully get it, what are the conditions for creating a point this way.
also (2), how to do the terrain thing, as in screenshot in first post?
also (3), put the deletion key (V) somewhere away on keyboard, because I've just lost a try on that car w/ wheels because of small keypress miss :) | edit: backspace, for sample.

Edited by vadim647, 07 January 2010 - 12:18 PM.

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#10 antome

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Posted 09 November 2009 - 08:38 AM

It'd be great if you could save models as a game maker script :)

Maybe a future feature?
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#11 vadim647

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Posted 09 November 2009 - 09:35 AM

It'd be great if you could save models as a game maker script :)

Maybe a future feature?

it already does.
Edit: I've modified the gmk a bit to make it more comfortable for myself. Now I may say that making 3d menu backgrounds for gm games can be quite fast (pic)). While editing it looks like (pic).
Also, edited your "suv" model, fixed it's shape and texture mapping a bit :)
Posted Image
Edit2: another try no making scene: (pic)

Edited by vadim647, 09 November 2009 - 05:08 PM.

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#12 slayer 64

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Posted 09 November 2009 - 10:14 PM

update.
changes:
easier interface
ability to select by dragging a rectangle.
create wall around selected triangles edges function.
create box function.
textures aren't loaded automatically, you have to load in the texture you want.
there are 2 texture modes. 0 treats each triangle individually. 1 gives every selected triangle the same 3 uv coordinates, good for terrain.
V doesn't delete anymore, delete does.

nice models vadim647. conditions for creating triangles on edges: must be an open edge, no other triangles connected between the 2 points.

icuurd12b42, im not sure what your talking about. model 9 vertexes can have a transparent texture.

Edited by slayer 64, 10 November 2009 - 03:19 AM.

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#13 icuurd12b42

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Posted 10 November 2009 - 07:07 AM

icuurd12b42, im not sure what your talking about. model 9 vertexes can have a transparent texture.


But you cannot change the blend color or alpha in game...

//has no effect
draw_set_color(c_red)
//has no effect
draw_set_alpha(.2)
//drae
d3d_model_draw(....)


When I save in GMMF, I issue a warning about that. Just in case people want to do color or alpha effect.

In any case, it would be nice to load type 8 and type 9. I have a tank model, type 8, is it the reason it wond load or is it because it has a .d3d extention?

GM ignoring the color and alpha values (when type 8) in the file means you can save as type 8 withough loosing the color. Reload it later and save as type 9.
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#14 frankpiet

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Posted 10 November 2009 - 09:27 AM

Ok I must say the latest update makes it much better!

In the aim of total perfection
- Scroll wheel and ws do the same thing. restrict ws to xy only
- change right mouse button to middle button
- use left as single select and right to add on/delete selection
- ctrl - a for select all (which means mouseclick nowhere for deselect)
- choose edge, face or point mode
- view menu drop for eg settiing uv as visible/invisible
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#15 slayer 64

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Posted 10 November 2009 - 11:22 PM

small update:
Ctrl+A selects all
Windows can be shown or hidden completely.
can save models as type 9 (vertex_normal_texture_color) or type 8 (vertex_normal_texture)
can load models of type 9 or 8. must be created with pr_trianglelist.

frankpiet, some of those features aren't really important. some of them seem to be your preferences, so i didn't add them.

icuurd12b42, you should be able to load type 8 primitives, they have to be made using pr_trianglelist, which means every 3 lines makes 1 triangle. if you still can't load your tank, please post the model code so i can see what's going on.

vadim647, to do the texture splatting like in the terrain screen shot, you have to create some triangles that are completely normal, copy them, set the copies alpha of one side to 0, re-map the texture, then connect the points by holding shift. when you connect them you can't click the edges anymore because they are no longer open ecdges so you have to do some planning ahead or something. open the terrain model, you should see some triangles before they were connected.

EDIT:
loading problem is fixed. models can be loaded from type 9 (vertex_normal_texture_color) or type 8 (vertex_normal_texture), they must have been made using pr_trianglelist

Edited by slayer 64, 11 November 2009 - 02:27 AM.

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#16 icuurd12b42

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Posted 11 November 2009 - 12:08 AM

Right there you go...
Download tank.d3d
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#17 slayer 64

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Posted 11 November 2009 - 02:22 AM

woops, posted sooner than 24 hours.

Edited by slayer 64, 11 November 2009 - 02:28 AM.

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#18 Robert3DG+

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Posted 11 November 2009 - 06:36 AM

Is there a limit to how many triangles can be in a model exported by Master Editor? When I edit the map from your Project K engine with more platforms and stuff and then resave is as the original map and try to run Project K, my changes aren't seen and some faces from the original map are even missing O_o
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#19 icuurd12b42

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Posted 11 November 2009 - 10:20 AM

Looks like someone forgot to check the 1000 vertices sequencial limit...
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#20 vadim647

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Posted 11 November 2009 - 11:15 AM

Here's my small edit:
Posted Image
Looks like this (not many changes ^^): [pic]
Additions: actions keys [8] [9] [0]; you can snap the verticles on CA\UV map by holding [End] key; tried changing window\menu's a tiny bit; you can toggle 2x uvmap zoom.
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