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Just some things...

 
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st.srki
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Joined: 08 Sep 2005
Posts: 15
Location: Croatia; Split

PostPosted: Thu Jan 24, 2008 4:24 pm    Post subject: Just some things... Reply with quote

Hi!
I use DeleD as the primary level editor for my game engine, but as always there are some things that are nor supported, so here is the list of features that should be implemented sometime in the future.

1. Support for game entities. I think this is not that hard to implement regarding the xml structure of the dxs file format. You can add the Entity object in the toolbox and allow the users to create many types of entities based on their specific use by adding some tags(key:value). Also it would be good if entities would have some custom shape(cube, sphere...) and/or color.

2. Support for triggers, events, scripts...

3. Support for path finding. For example user will add some points in space and then connect them with lines. This can be used for AI in the game.

4. In the material editor add the option to set the cull method for each material. I use portals in my engine and I create them as rectangles in DeleD, and when the camera in DeleD is on the front side of rectange it is visible but from the back it is not, and sometimes I must go to the front side just to see did I placed the portal there.

I have read some posts on this forum that says you will implement shaders in DeleD. I think this is not that much of use because they are mainly used by the game engine, and game engine is the one who will show the final result of the game, not DeleD. Also the skeletal animations are not used by level so I can't see the reason for them either.

As of all this I think 1 & 4 is the easiest to implement.

If anyone have some ideas that will help the DeleD to be greatest Level editor please don't hesitate to speak. Rolling Eyes
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santutatu
DeleD PRO user


Joined: 18 Aug 2007
Posts: 729
Location: ARGENTINA

PostPosted: Thu Jan 24, 2008 4:38 pm    Post subject: Reply with quote

razi3l wrote:

4. In the material editor add the option to set the cull method for each material. I use portals in my engine and I create them as rectangles in DeleD, and when the camera in DeleD is on the front side of rectange it is visible but from the back it is not, and sometimes I must go to the front side just to see did I placed the portal there.


You can set the rectangle to be double-sided, when you press on the creation of a rectangle at the bottom you can see some options, between them, double sided Smile
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st.srki
Member


Joined: 08 Sep 2005
Posts: 15
Location: Croatia; Split

PostPosted: Thu Jan 24, 2008 4:40 pm    Post subject: Reply with quote

santutatu wrote:
razi3l wrote:

4. In the material editor add the option to set the cull method for each material. I use portals in my engine and I create them as rectangles in DeleD, and when the camera in DeleD is on the front side of rectange it is visible but from the back it is not, and sometimes I must go to the front side just to see did I placed the portal there.


You can set the rectangle to be double-sided, when you press on the creation of a rectangle at the bottom you can see some options, between them, double sided Smile


hm, didn't saw that. Shocked
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Ravine
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Joined: 19 Nov 2007
Posts: 15

PostPosted: Thu Jan 24, 2008 7:44 pm    Post subject: Reply with quote

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jwatte
DeleD PRO user


Joined: 26 Apr 2006
Posts: 513

PostPosted: Thu Jan 24, 2008 8:10 pm    Post subject: Reply with quote

Quote:
1. Support for game entities.


You can actually do this, sort-of, using a primitive with a special texture/material. Create a cube where you want, and give it a material called "entity." Set properties on it. Make that material be transparent, so the cube isn't too much in the way in the scene.

The biggest problem is that there's no easy way to treat entities en masse. You can't link them, you can't show/hide all entities, you can't get a list of only entities, etc. That would be useful additions.
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morris
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Joined: 05 Apr 2008
Posts: 5

PostPosted: Sun Apr 06, 2008 6:51 pm    Post subject: Reply with quote

you're also always forced to create a primitive for the entitiy, which might become a pain when you want to have many entities. i'd also love to see an entity system in deled, would be extremely helpful.

can a plug-in influence how the dxs file will be written? if yes, one could also make an entity system plug-in... otherwise it's all up to the delgine people Wink
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Nocturn
DeleD PRO user


Joined: 08 Aug 2004
Posts: 635

PostPosted: Sun Apr 06, 2008 10:14 pm    Post subject: Reply with quote

In DeleD you have for each object a "Tag" Field where you can put some values in it. I think this was originally done for the Torque-Stuff but if you're using the xml as scene-format then you may find this handy.



The line looks like this:

Code:
<tag>q_bump material/wood05-bump.dds|q_light true</tag>


Would be nice to set some standards for each object you create.
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