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PLUGIN : Map previewer

 
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espritcool
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Joined: 02 Aug 2006
Posts: 91

PostPosted: Tue Jun 12, 2007 8:43 pm    Post subject: PLUGIN : Map previewer Reply with quote

Can you make on Map previewer for the new deled version

If you have enough time Wink
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Paul-Jan
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Joined: 08 Aug 2004
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PostPosted: Wed Jun 13, 2007 8:30 am    Post subject: Reply with quote

Nice suggestion, the level previewer we had back in the .DMF days was pretty popular. It would be great if someone could create something similar!

Do you mean a previewer that allows you to walk through DeleD scenes or specifically for the .MAP format (i.e. a plugin that exports a .DIF and launches Torque)?

The only problem I see as that, as DeleD evolves, we start supporting more and more features only available in certain engines. Writing a single previewer that supports _all_ of these features might be a bit tricky. But then again, even previewing just a subset of these features would be a nice thing to have!
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espritcool
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Joined: 02 Aug 2006
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PostPosted: Wed Jun 13, 2007 10:28 am    Post subject: Reply with quote

No i make DXS and export only in B3D format

I want this juste for walk in my map and view all bug
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Mr.Fletcher
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Joined: 07 Aug 2004
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PostPosted: Wed Jun 13, 2007 12:40 pm    Post subject: Reply with quote

I never fully understood why one would need such a plugin. I mean, it's just the 3D view with collision detection, isn't it?
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espritcool
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PostPosted: Wed Jun 13, 2007 5:31 pm    Post subject: Reply with quote

yes but in this plugin i get more idea to the structure of the map
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Paul-Jan
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PostPosted: Thu Jun 14, 2007 6:34 am    Post subject: Reply with quote

Mr Fletcher: it is very convenient if you are making an FPS. Being able to see what your level looks like from 1.85m above the floor really helps getting things right. Doors that are too narrow / too big, halls suddenly seeming empty because most of the detail was placed too high up, objects blocking your view at eye level, things like that... It's a lot harder to spot using a flying modeling camera, an FPS camera acutally forces you to 'playtest' your model while you are making it. An ideal plugin would allow some form of jumping, too (tweakable for distance/height).

At least, that's what _I_ would use such a plugin for. I'm not actually developing an FPS, so I better shut up Very Happy.
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Daaark
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Joined: 01 Sep 2004
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PostPosted: Thu Jun 14, 2007 8:35 am    Post subject: Reply with quote

Paul-Jan wrote:
Mr Fletcher: it is very convenient if you are making an FPS. Being able to see what your level looks like from 1.85m above the floor really helps getting things right. Doors that are too narrow / too big, halls suddenly seeming empty because most of the detail was placed too high up, objects blocking your view at eye level, things like that... It's a lot harder to spot using a flying modeling camera, an FPS camera acutally forces you to 'playtest' your model while you are making it. An ideal plugin would allow some form of jumping, too (tweakable for distance/height).

At least, that's what _I_ would use such a plugin for. I'm not actually developing an FPS, so I better shut up Very Happy.
That's what happens when you model by eye and don't bother to define a proper scale!
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harper
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Joined: 19 Jul 2007
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Location: Hamburg, Germany

PostPosted: Thu Sep 20, 2007 4:56 pm    Post subject: Walkthrogh is a need! Reply with quote

The absolute useability of the Deled-Editor reanimated an old idea of mine. For this i wish to create some houses and other details, create also (if necessary in another program) a terrain-map, - and fit both together to do a walkthru. Tha's all i want - but:
I found no piece of program to do it. I decided to buy "freeworld 3d" - but is has no collision-detection, and has no "walkthru-mode". AND: it makes the directX-imports of Deled-Houses with 45-degrees-shiftet textures !!!
Can anybody tell me software fitting my needs ?


Last edited by harper on Fri Sep 21, 2007 2:43 pm; edited 1 time in total
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Paul-Jan
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PostPosted: Thu Sep 20, 2007 5:36 pm    Post subject: Reply with quote

Blitz3D has a simple terrain and loads DeleD models without any problems, comes with collision detection out of the box. You can try the demo version to see if it fits your needs.

There is also Torque, but not every model will convert properly (as Torque is brush based) and the exporter is not free. Blink3D (our Ogre Exporter) is nice, too. Multiverse has a very nice terrain system, but the exporter is under construction at the moment. The latter engine requires manual creation of collision volumes (one of the reasons for this is it needs really minimal collision volumes because server based collision detection and response is a big speed-hog with a MMORPG).

I'm kinda running out of suggestions here, but I'm sure there is more. Smile
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jwatte
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Joined: 26 Apr 2006
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PostPosted: Thu Sep 20, 2007 6:51 pm    Post subject: Reply with quote

Don't forget C4. It has great graphics, and collision detection, and imports from Collada (which you can export from DeleD).

Also, my "levelwalker" plugin was intended to do that, but I never got around to the collision testing part. It's not that hard to add, if you use a pre-canned library like OPCODE (that comes with ODE).
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harper
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Posts: 283
Location: Hamburg, Germany

PostPosted: Fri Sep 21, 2007 2:16 pm    Post subject: Blitz & Co. Reply with quote

Thanks, but all those are engines - so i have to compile alot of c-stuff. i'm programming for business in visual basic, and i'm over 50 years old. so i have to look further for a tool/program to do this. What is about some game-editors ? Can i find one useful ?
(and: what's the full name of "C4" ?)
(and 2.: tnx for the quick response..)
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jwatte
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PostPosted: Fri Sep 21, 2007 11:27 pm    Post subject: Reply with quote

Age is nothing but a number (although you've got 10 years on me).

To compile C++ code, you can use the Visual C++ Express edition, which
you can download for free from Microsoft.

The C4 engine is called "C4": here's a link: http://www.terathon.com/c4engine/index.php
Note that you can download the "demo," which contains all the tools you'll need to import Collada files and bake them into a world file, and then run around that world. You don't need to purchase (or compile) anything to just do that part.
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Paul-Jan
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PostPosted: Sat Sep 22, 2007 11:17 am    Post subject: Reply with quote

Very true, I forgot about C4!

With Blitz3D, "compiling" means pressing a button. It's a very simple and friendly basic language. Of course it lacks a bit in the 'power' department compared to raw C++, but to get something up and running quickly it is very nice. I use the 'castle' program with the free demo version to testrun DeleD B3D exports (change just one line of code to point to my own model), and usually have a real blast running around.

Like C4, both Multiverse and Torque (and Blink3D) have a precompiled toolset that will allow you to run around in your world without compiling a single line of code. Additionally, Torque and Multiverse (possibly C4 and Blink3D too, I forgot) have some scripting language as a first layer to tweak things, only when you really want to change the core engine you'll need to recompile the underlying code.

Oh, and before I forget: once you decide on what to use, please share your experiences with us (both negative and positive)!
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