Another New Old Editor Resurrected
#42 posted by Spirit on 2008/07/05 12:13:10
#43 posted by JneeraZ on 2008/07/05 13:49:03
Wow, Tread! Cool to see new Quake stuff being developed...
One thing I'll critique - that's a sucky texture browser. Lots of wasted space there.
Beats
#44 posted by bambuz on 2008/07/05 14:21:05
Ogier's texture browser any day.
Worldcraft has a nice one. You can look at them both in original size or forced to a certain size, there's an instant filter by name command too as well as the "all textures" and "used ones" and you can have all wads in the same list. And you can alter the brightness at which they are shown.
#45 posted by JneeraZ on 2008/07/05 14:33:53
ToeTags sorts them by width/height and then packs them together as closely as it can so you can get the most on screen as possible. It has a name filter, an "in use" filter, and a zoom control. No brightness though. That's a cool feature idea...
The WC Texture Brightness
#46 posted by bambuz on 2008/07/05 16:20:50
applies to the 3d textured view too. Also alphabetical texture ordering has some advantages in some cases, so it could be a nice option to have.
On The Subject Of Old Editors
#47 posted by Kinn on 2008/07/05 16:30:02
anyone remember Deathmatch Maker for Quake? I cannot believe that was a commercial product. Wins the award for the most inept level editor ever devised. The grid was in units of ten ffs (with no option to change), and it didn't even have a working texture browser, you just had to go by the names of the textures if I recall.
The icing on the cake was that it shipped with the tagline "The only level editor authorised by id software". What the christ.
Textures
#48 posted by ijed on 2008/07/05 18:01:56
I still use TexMex - does the job as long as I don't provoke it's tantrums by using the detail view.
#49 posted by rj on 2008/07/05 20:00:15
The grid was in units of ten ffs (with no option to change)
dear lord. that sounds terrible!
qED was my first editor (from the guys that made QME).. that was pretty poor. no clipping or vertex editing, no clone function (unless you manually copy & paste), the skew function was shabby and inaccurate and it was nigh on impossible to select in the 3d view. plus it had a habit of messing up verticies when you tried to import any non-basic brushes in via a .map file
DMM
#50 posted by inertia on 2008/07/05 21:15:02
I believe QMD summarized my views on that editor quite nicely...
Hmm
#51 posted by nonentity on 2008/07/06 04:25:49
Damn.
403 error.
Texture Browsing
#52 posted by bear on 2008/07/06 17:32:01
What I think would make handling large amounts of textures easier are tags. Since meta information isn't possible in the file formats (at least I'm pretty sure they aren't flexible enough to support them) you'd need to save that in an additional file but if the editor supported adding and removing tags it should be able to work pretty smooth.
The editor could automatically assign "width" and "height" tags and then the user could add whatever they want such as thematic ones ("base", "medieval"...", material ("stone", "wood"...), type ("trim", "wall", "floor", "light") and so on.
Then you could use these tags (and partial name matches too) with different logical combination for some very powerful filtering cababilities :)
Even Better
would be to be able to share your tags with others in some way. There's no use in everyone tagging the same textures with the same tags - it would be cool if texture packages came with tags already.
Well
#54 posted by bear on 2008/07/06 18:47:50
you could do an online database but you'd need to keep be able to handle same texture names in different places and different versions of textures and so on.
I think what I was originally visioning was something simple (for quake anyway) like "wadname.tags" in the same directory as the .wad so if you put a .wad up for dl you could provide a .tags file along with the .wad
#55 posted by sikkpin on 2008/07/10 20:09:53
I was hoping to come back to some more feedback on bugs/feature requests, but I guess there may not be much interest in this editor or those who do want to help just haven't had the time, which is completely understandable.
Those who are interested in helping, I suggest contacting me through email to keep from bumping this thread.
Lunaran: If you still want to help code, let me know what you plan to do so I don't end up do something similar.
And thanks to all who gave it a try, I'll probably still upload new versions to Shub-Hub when I can.
#56 posted by JneeraZ on 2008/07/10 20:26:11
Remember that the Quake1 mapping community is microscopic and those who remain already have editors that that know and love. You'll have to add some bad ass features to lure them away from the editors that they already know.
That's It
#57 posted by ijed on 2008/07/10 21:02:04
Really. I never learned to use Radiant so can't really help.
Don't be put off though, guaranteed that there's lots of people who know about your editor and use it, but won't post here.
#58 posted by sikkpin on 2008/07/10 22:29:28
Don't get me wrong. I'm not bitching or complaining nor am I expecting people to just drop their current editor for this. All I was looking for was some help. For a few people to just to try it out and post the pros/cons/bugs/whatever, and I figured if there is any one site to get that kind of help it would be here. I'm more surprised then anything, but I'm not bothered by the lack of interest nor will it deter me from continuing my work and releasing future versions. It'll just be an editor that will cater to my preferences and that's not what I was hoping for.
I'm Not Sure..
#59 posted by rj on 2008/07/10 22:47:16
..if this has already been brought up, but does it have some kind of function where the user can determine their own shortcut keys for just about any command? and if not, how feasable would it be to implement it?
i'd be much more inclined to give it a proper go if i could tweak it to feel as close to worldcraft as possible!
Hm
#60 posted by Lunaran on 2008/07/11 01:55:36
I was going to just poke around and see what I could come up with. I have a hankering to move all settings to one .ini file and mirror them all in one preferences dialog. because I'm ANAL RETENTIVE.
Does It Have A Good
#61 posted by RickyT33 on 2008/07/11 04:08:13
texture lock feature? Is there a button which will "fit" a texture to a face? If so I may well try it...
Like I Said Earlier,
#62 posted by necros on 2008/07/11 20:48:29
it's nice, but not being able to have the traditional 4 window setup pretty much makes in unusable for me. :P
Necros
#63 posted by JPL on 2008/07/11 20:55:01
4 windows ? I have only 2 (top/bottom view, left/right side view), and it is IMHO largely enough to have a correct idea of the 3D stuff I'm doing..
Anyway, it is just a habit I guess... and don't tell me it explains why maps suck :P
#64 posted by eerie on 2008/07/14 14:34:16
sikkpin, good job! ;)
#65 posted by Trinca on 2008/07/14 14:50:30
sikkpin add the new ficture that Quark is adding... the real light in editor!!! but still suck a lot...
To...
#66 posted by sikkpin on 2008/07/14 16:15:33
rj: Not yet. Right now it is all hardcoded but it is definitely on my TODO list. My plan was/is to implement text file usage as apposed to relying on the registry for saved settings and in turn have customizable keys. Mouse commands will remain hardcoded.
RickyT23: Yes, but I don't know what you mean by good. What editor has "bad" texture lock capabilities to compare with? Right now, it is either on or off for both Move & Rotation and behaves like Radiant as the code (the rotation part, I believe) was taken from it.
necros: It will happen, eventually. Even though you are a seasoned mapper and a damn good one at that, I highly recommend using just the one XY view with Z & Cam. I used to love the 4-view because of starting with WC until I learned Radiant and came to realize how much screen space is wasted on redundancy. And really hitting Tab to cycle views is not that much of a slow down as you might think.
eerie: I sent you an email some months ago (two emails, actually, because of a bug that was in the first one) and was wondering if you received them? If not, I had asked for your permission to release what I had been doing. I never heard back so I assumed you didn't care.
I hope it doesn't bother you at all and your name will be first in the Credits (well, second, id deserves first, really) when I write a proper readme.
Trinca: That's something I wanted to do from the beginning but unfortunately would require a good understanding of OGL which I don't have. You'd have to wait for either me to do a lot of reading or for someone with the knowledge to lend a hand. There is a rudimentary light radius view, though, with CamWindow support on the way.
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