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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Tue Dec 14, 2004 11:45 pm Post subject: Suggestion |
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I was just thinking it would be nice to have a save option to export the map to a new file with everything getting triangulated, or for doing lighting while working on your level. It's nice to keep a non triangluated map file while that you can easily edit.
IE you would have:
Save (like normal.)
Export Triangulated (like normal, but triangulates everything, and saves in a different file.)
Export Lightmapped (see above + lightmapping) |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Dec 15, 2004 7:29 am Post subject: |
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I agree that you would want to keep the triangulated (+ possibly lightmapped) files separated from the main file you are working on.
I don't really get the third option, export Lightmapped. You mention "doing lighting while working on your level", so it would
1. Prompt the user for a different filename (remembering the current one)
2. Triangulate and lightmap the level, saving it to that filename (would take a long time)
3. Return the interface to the file you were originally working on.
? What would be the use of lightmapping if you couldn't preview the lightmapped result somewhere during that process? Or are you hinting you want lightmapping in a separate thread, while still working on the main model (which would... err... not be complete trivial to implement )
Also, I think that functionality like this (save to a different filename with some modifications, then return to original file) is an Export (like you say), not part of the main Save/Save As functionality, and should thus be treated like an export. In the future, all export actions will be provided through plugins. Writing a triangulating dmf exporter would be a piece of cake, of course.
As a sidenode, I am currently working on the B3D exporter, also featuring triangulation |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed Dec 15, 2004 7:41 am Post subject: |
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The exporter would do your lightmaps and triangulate, but save as a different file name. like yourfile_lit.dmf It doesn't have to do anything on screen, just save out to a new file. Nothing complicated like all that stuff you just typed.
Blitz3D!? blah! use a real language! (just kidding) |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Dec 15, 2004 12:51 pm Post subject: |
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Thanks for just insulting 40% of our user base, i'll pass on your phone number and home address
About your suggestion, if that is all it does, what would be the added value? As far as I can see, it saves you exactly one mouseclick ('save as' after lightmapping). Plus it kinda prevents you from accidentally saving over your original file. Which could also be handled by a gentle warning message ('the level has been triangulated since the last time you saved it, are you sure you want to overwrite this file?'). Or is there more to it? |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed Dec 15, 2004 7:41 pm Post subject: |
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Paul-Jan wrote: |
Thanks for just insulting 40% of our user base, i'll pass on your phone number and home address |
Heh.
Quote: |
About your suggestion, if that is all it does, what would be the added value? As far as I can see, it saves you exactly one mouseclick ('save as' after lightmapping). Plus it kinda prevents you from accidentally saving over your original file. Which could also be handled by a gentle warning message ('the level has been triangulated since the last time you saved it, are you sure you want to overwrite this file?'). Or is there more to it? |
It also saves me the trouble of having to reopen my good file afterwards. It's good for when you are jumping between the editor and your game. Exported triangulated, so you can open it in your game without disturbing what you are working on, and export lightmapped for the same reason.
Kinda the same as in a paint program, where you can export your work to a file format without distrubing the actual image. It's nice when you have a ten layer image for a texture, and you export to tga, look at it in game, then tweak and repeat. When I come back to the image, it's not a single layered tga, it's still the ten layered image I was working on. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Dec 16, 2004 2:15 pm Post subject: |
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Yep, I see your point. Good idea, putting it on the todo-list. Not with the highest priority at the moment (busy with MUSTs for 1.0 ), but no worries: Jeroen and I frequently go through the list and re-priotize (is that even a word?). |
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