14-09-17, 13:16 | #621 |
Member
Joined: Apr 2005
Posts: 9,208
|
The editor will have its own WAD2 format and there will be an app provided to edit them, like WadMerger for WADs.
Not sure about StrPix, though... |
18-09-17, 16:34 | #622 |
Tomb Editor
Joined: Mar 2010
Posts: 506
|
The new Wad2 tool is in development
Currently it can open both files, move objects from source to destination, delete objects in destination Wad2. We have many ideas for this tool, that will be used also for sound management and mesh import from custom geometry Last edited by MontyTRC; 18-09-17 at 16:35. |
18-09-17, 17:10 | #623 |
Inactive
Joined: Apr 2017
Posts: 205
|
This is so amazing, thanks all the team for what you are doing for the community
I'm doing a course which will take me two years to be a Software developper, and five in all to be an IT engineer. I hope I will be able one day to do wonders such as you did ! |
18-09-17, 17:11 | #624 |
Member
Joined: Jan 2012
Posts: 1,320
|
Great news
Not a request, but an idea: what if we have 2 lists for objects and ability to switch between them? I mean one list is the original names of slots (i.e. LARA, LARA_SKIN, ANIMATING1, PLANT5, etc.) while the second list contains corresponding actual names (lara's animations, skin, animated bird, static tree, etc.). The default names from second list are the slot names. I think for builders it would be handy to know what each slot actually contains. |
18-09-17, 19:07 | #625 |
Member
Joined: Jan 2009
Posts: 9,827
|
I'm so excited for this Will the Wad2 format support UV mapping?
|
18-09-17, 19:26 | #626 | |
Inactive
Joined: Apr 2017
Posts: 205
|
^ I think it does
Quote:
|
|
18-09-17, 19:42 | #627 |
Tomb Editor
Joined: Mar 2010
Posts: 506
|
Thank you!
Yes, everything in Tomb Editor ecosystem supports UV mapping. |
18-09-17, 20:03 | #628 |
Member
Joined: Aug 2012
Posts: 1,250
|
Wad2 is amazing.. will it automaticale move and create sound.txt like that tool for baselevel for dxtre3d ????
|
18-09-17, 22:07 | #629 | ||||||||
Member
Joined: May 2014
Posts: 3
|
Hello everyone,
I am the level builder and developer that joined Monty about two months ago to work on the level editor. Before I worked on my own little private programming library to put some little known features of *.tr4 files to use (rougly similar to Meta2tr in purpose). However by itself this of course would just be yet another seperate tool. Luckily with the Tomb Editor project it's finally reasonably possible to improve the editor directly! That's why I decided to ask Monty, if we could collaborate. Many thanks to Monty for this making this possible! So in the last months I did quite a number of different things including refactoring (code clean up), adding features, fixing bugs, little usability improvements... In total many many little things. But instead of naming everything, I decided to only present some of the bigger improvements that are interesting for users (from my point of view anyway) Posting something about what I have been doing was a little overdue at this point. It just takes effort to actually write it up and to make sufficiently pretty screenshots. So admittedly I was putting this off a little bit. Anyway, here it is (finally ): 1. Improved 2D Map 2. Level Settings Dialog Winroomedit has all paths and dependencies hardcoded. This historically always forced people to the actually ridiculous pattern of copying the editor into every game folder. The *.prj files had to be inside the game folder aswell.3. UV Texturing All people who have used Meta2tr software should be aware of it, but I still think it's very surprising that the *.tr4 format supports proper UV mapping. No core design game or tool makes use of it and the official level editor even enforces alignment to 16 pixels boundaries. However, luckily for us, from an engine and format perspective there is no reason for that. Only the editor needed to be updated and that's what I did. Internally UVs are now everywhere.4. Eliminating 'No Collision' I don't know how many people here have actually questioned it, but I think the 'No Collision' feature never made much sense. Basically it only ever resulted in problems, because it is very easy to forget marking all triangular portal sectors with 'No Collision' from below and above.5. Grid walls The new function to grid walls is now trying to be more clever.6. Resizing rooms with portals The old editor had a very annoying limitation that rooms could not be resized when there were portals7. Fractional Fly Bys Fly Bys support fractional values for speed, angles, ...8. Light options There are now a few additional options for lights:9. Line Rendering I was inititally not planning on including this here, but the feedback was particularly positive in the development chat, so here is a quick mention.10. ... Its more and more about boring internal details so I will stop here. However I still want to answer some questions. Quote:
Only indirectly related: Usually the new TRNG tomb4.exe shows this Press CTRL key for SETUP dialog on startup. While testing the level this takes away a lot of unnecessary time, so 'Compile and Play' does now actually suppress that dialog by default. (It would be really nice if an engine programmer could write a patch for tomb4.exe to directly launch into a level without going through the main menu) Quote:
Quote:
Regarding the second question: Partially I believe you can create more than 255 rooms, but all rooms beyond 255 must not have traversable floor or ceiling portals. This is a *.tr4 file format limitation. If we want more than 255 rooms with traversable floor or ceiling portals, we need a better level file format. Quote:
You can put all cameras, items, statics, whatever on wherever you want them to be on your square. Also for rotation. We already support free rotation but only around the Y axis. No other rotation angles are stored inside *.tr4. Quote:
You no longer have to put your editor in the level folder. There is a 'TombEditorConfiguration.xml' file but it's in editor's folder not the level's folder. Quote:
Anyway, there is another issue which is a lot harsher in my opinion: The 'object texture' limit. Basically you can apply only 32768 unique textures in a level. This may sound like a lot until you realize that with UV mapping, basically every single polygon gets a seperate texture area. So for normal UV mapped objects (that are not created with huge caution to exactly reuse texture mappings) basically the polygon count equals the 'object texture' count. Quote:
It's our main way to actually test the editor. It works very well except some texturing cases. Quote:
I also hope that one day we can do a similar thing, as proposed for textures: Load different *.wad files at the same time and merged them on the fly. (Like using eg one Lara.wad shared between all levels and including *.wad files from the internet directly) No promises right now though. I also read all the suggestions that have been brought up in the thread even if I did not specifically address them here. Basically for 80% I can say its on our to do list and I hope we can include it eventually. But I don't want to cause unnecessary disappointments, so I won't go into detail about what is going to happen when. Last edited by TombLevBauer; 18-09-17 at 22:11. |
||||||||
19-09-17, 01:11 | #630 |
Member
Joined: Feb 2006
Posts: 3,429
|
This is all incredibly amazing. Thank you guys for all the effort you put into this. I really do believe that of all the developments on here this is the most important one for the future of this hobby. I'm most happy about the connecting rooms improvements because that was a massive pain for me personally!
Random request (I mean at this point I am sure you are sick of them): I don't know if this has to do with the editor or the engine or whatnot but do you think it would be possible to create water rooms with the option to disable the light effects? Since you guys seemed to have added some additional lighting options. |
Thread Tools | |
|
|