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Editor14 V1.1 - D3D 3D Level Editor


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#21 B Factory LLC

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Posted 08 June 2010 - 10:28 PM

Few things.

1. How do you increase the Z on objects like cubes or walls that you may want slanted. You're not clear in the instructions.... Never mind, figured it out..

2. PLLEEEAAASSSEEE add full support for terrain and make it less quearky. Ever since you stopped working on Dark Region, our projects have been halted! Please add terrain support so we can continue.

3. Write some instructions please. We had trouble starting out w/ this!

Edited by B Factory LLC, 09 June 2010 - 12:39 AM.

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#22 RTII

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Posted 09 June 2010 - 08:46 AM

This is great! I haven't took the time to learn it but it looks easier than most I've seen. Maybe it'll come useful sometime.
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#23 brett14

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Posted 19 June 2010 - 07:24 PM

@B RobinT

This is great! I haven't took the time to learn it but it looks easier than most I've seen. Maybe it'll come useful sometime.

Thanks

@B Factory LLC

PLLEEEAAASSSEEE add full support for terrain and make it less quearky.

I have actually halted this project [temporarily?] and am in the middle of creating a mix between Editor14 and Dark Region. Currently I have the terrain editor working and on each region of the terrain you can make buildings and such. It works the exact same as both of them [almost] becuase 90% of the code was ripped from those two projects and combined into one.

Write some instructions please. We had trouble starting out w/ this!

Sorry, as stated above this is halted [temporarily]. It all depends on how my new editor turns out, if I like the results I'll stop this and work on it, but if I think it turns out like crap I'll continue working on Editor14.

@Kilin08

I can't seem to find any "delete" function for primitives that you set down.

Click "Delete" [keyboard] when you have the shaoe you want to delete selected.
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#24 brett14

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Posted 17 July 2010 - 08:26 AM

Updated first post info... and of course:
Bump.

PS: I think the new screen will attract a bit of attention from people.

Edited by brett14, 17 July 2010 - 08:27 AM.

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#25 Jade

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Posted 02 August 2010 - 06:05 PM

Error defining external function. Yes I tried both exes.

I also get this with the Precise Collisions Example.

Using Windows Vista and GM7

EDIT: This is happening on some GM games not just yours.

Edited by #107885, 02 August 2010 - 06:15 PM.

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#26 brett14

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Posted 05 August 2010 - 02:33 AM

Restart you're computer. It should work fine. It will run for you fine, and you can create maps although they cannot be loaded with GM7. Sorry.
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#27 Jade

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Posted 06 August 2010 - 08:00 PM

Restart you're computer. It should work fine. It will run for you fine, and you can create maps although they cannot be loaded with GM7. Sorry.


Nope restarting my computer has nothing to do with it, the error arose from DLL's using .Net framework. Anyone without the .Net framework will not be able to play DLL's using the corresponding .Net framework. This is most likely because you compiled the DLL with MSVC++.
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#28 brett14

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Posted 06 August 2010 - 08:07 PM

You're right, Although I thought that compiling dll's in VC++ only required the .Net framework to compile not to run? Am I sadly mistaken and should recompile with the GNU GCC compiler?

Edited by brett14, 06 August 2010 - 08:07 PM.

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#29 effexgames

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Posted 06 August 2010 - 08:35 PM

Yes, recompile using a GNU compiler. The .Net framework is Microsoft's counterpart to the JRE, it's a runtime environment: you compile programs to run on it, not compile with it. You need the .Net framework to run programs/call functions from a DLL compiled for the framework. Hope this clears things up.

Edited by effexgames, 06 August 2010 - 08:36 PM.

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#30 Zeond Games

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Posted 10 August 2010 - 10:30 PM

Awesome, you are very skilled at d3d but i still prefer u3d.
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#31 brett14

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Posted 10 August 2010 - 10:46 PM

Thanks. This is actually really updated using static shadows and pathfinding however that version is not updated. I was/am (on and off) making a game with this. I have also made a couple of other things (my sig). Also in the works is a combination of this, dark region and my new terrain engine (sig)
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#32 theweirdn8

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Posted 11 August 2010 - 12:11 AM

wow if only you showed mercy on the broke ppl who have gm7 and can not afford gm8.
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#33 brett14

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Posted 11 August 2010 - 12:45 AM

Sorry, but GM7 is not support because

A) I don't have it anymore and more importantly
B) The vertex limit in GM7 is 1000, GM8's is 32000. This causes compatibility problems
with the engine. I could wrap the vertexes every 999 but that'd slow it down.

In conclusion: Get GM8 if you want to use this. Its dirt cheap for a program of its quality
and buying it supports the GM team.
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#34 Nial8r

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Posted 12 August 2010 - 01:14 AM

The example didn't work for me, it said that te program crashed, then it proceded to do so.

EDIT: How do i move an object once i put it down?

Edited by Nial8r, 12 August 2010 - 01:22 AM.

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#35 brett14

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Posted 12 August 2010 - 02:55 AM

Do you mean objects or shapes (blocks etc.)
To move shapes:
click on the corner of the shape you've selected and drag it.

If you mean objects (object list):
You can't move an object once you place it down. Just delete it (right mouse button overtop of it when adding objects) and place it where you want it to be.
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#36 megafan

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Posted 13 September 2010 - 02:13 AM

So how do you make your own texture packs? That's the only thing I can't seem to figure out.
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#37 brett14

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Posted 13 September 2010 - 04:51 AM

Steps to create the texture pack:
1) Open Texture Packer.gmk in gm8 (included).
2) Run it
3) Add textures (Add texture button)
4) Save the texture pack (password is given)
To load a texture pack you've already made to edit it again, use the "Load Texture Pack" button. A password is required.


To load it, there's a small button near the bottom of Editor14, click it, select the texture pack and type in the password. It is used the same as the example loading a map.

Edited by brett14, 13 September 2010 - 04:53 AM.

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#38 megafan

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Posted 14 September 2010 - 01:07 AM

Steps to create the texture pack:
1) Open Texture Packer.gmk in gm8 (included).
2) Run it
3) Add textures (Add texture button)
4) Save the texture pack (password is given)
To load a texture pack you've already made to edit it again, use the "Load Texture Pack" button. A password is required.


To load it, there's a small button near the bottom of Editor14, click it, select the texture pack and type in the password. It is used the same as the example loading a map.


For some reason I don't have one... is it not included in the zip file with the editor14 program?
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#39 brett14

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Posted 17 September 2010 - 04:06 AM

Wow... I forgot it in this release. There's a couple of them out there (including one source, however I don't give that one out to everybody). Anyways, download this and put it in the SAME folder as Editor14.exe. Run the program, and you'll be able to create a texture pack.
Texture Packer

Cheers
~~Brett14;
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#40 Nial8r

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Posted 17 September 2010 - 09:14 PM

It would be cool if you could import your own 3d objects.
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