06-02-17, 09:26 | #251 | ||
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06-02-17, 09:30 | #252 |
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Joined: Mar 2012
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Wow Monty, you are a godsend for the community (just like all the other pogrammers working on projects such as OpenTomb and OpenLara). Looking forward to testing this new editor.
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06-02-17, 09:33 | #253 |
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your project has full support from Paolone, and you are going to make it completely compatible with trng: this means your tool will be a greatly better program to "create" levels... but will we have also a new engine to "run" our levels? An engine that, as stated 1 line above, will have full support from Paolone and the complete compatibility with trng? I ask for infos about this, because the main issue with our low poly levels (we are most concerned about) is a rendering engine as heavy as elephants that does not supports multicores cpu's...
In contemporary engines, I see the amont of detail of one of my whole level (let's say, 150K vertices) in just one room, with shaders, light maps and real time shadows... Last edited by psiko; 06-02-17 at 09:34. |
06-02-17, 09:45 | #254 |
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I believe the engine stays for now, first it's the editor that gets a ground-up remake, so we get a new tool to make levels in the current state of things.
Because Monty has the source code for his editor, changes and additions can be implemented properly, as opposed to hacking the old editor (as Paolone does), which means potentially endless possibilities. Also, currently there others are making new engines which work with the original level files, but have new graphics features. We will see how those projects turn out, but there is a chance that a new engine will be made and completed, although at the moment it's the second thing in line, after the new editor. |
06-02-17, 19:07 | #255 | |
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Awesome progress! It's really delightful to see this editor progressing so fast! I can't wait to test it
Earlier in this thread I mentioned that I could do some mockups about the UI. Since you're getting closer to the UI design part here are some suggestions / ideas for you. Please: don't take these as request of any sort. It is up to you what you feel like implementing if at all. No pressure! There are probably still plenty of things that should be thought out more. This design is still prone to errors but that's just normal at this stage. There might be some issues with the UI not being pixel perfect! So let's kick it off: Quote:
So basically it just like the old editor with few additions and changes. I used many modern graphic programs as a inspiration source: Substance designer, Photoshop, Blender, 3DS Max, Marvellous designer. So here's a closer look at the panels: Quote:
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Last edited by teme9; 06-02-17 at 19:28. |
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06-02-17, 20:41 | #256 |
Tomb Editor
Joined: Mar 2010
Posts: 506
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Mmmm very interesting With your permission I would take some inspiration from your mockups
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06-02-17, 20:55 | #257 |
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06-02-17, 21:01 | #258 |
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Yes, please send me your icons
I've just found this: http://www.darkui.com/ a dark UI components sets for Windows Forms, tomorrow I'll checkout this. Thank you |
06-02-17, 21:11 | #259 |
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Those mockups look pretty good ! My one note would be to use HSL/HSB instead of RGB for colour selection as it's far more intuitive to use.
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06-02-17, 21:13 | #260 | |
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^ I guess, each to its own preferences Both would be very handy tbh!
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Yeah sure, no problem! I'll gather all the used Icons and pack them to you. I will include some of those placeholder ones too. It might take couple of days though. At latest I will do it during the incoming weekend. |
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