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DarkBASIC Professional Discussion / 3d tile editor ala dungeon siege

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Sveitech
23
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Joined: 11th May 2003
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Posted: 22nd May 2003 18:31
Is it possible to make a level editor like the one seen in Dungeon siege or Neverwinter Nights (more primitive ofcourse)
and if so, how would it be done.

If this cannot be achieved with DBPro, can it then be done with other programming languages?

Thanks.
Eponick
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Posted: 22nd May 2003 20:13
Obviously theres a programming language that can do it, if its been made

And you probably could do it in DBP, buttons and menus and stuff will have to be made by you though.

Sveitech
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Posted: 22nd May 2003 20:43
Oops! hehe (I have to think more carefully when I write something Ofcourse it can be done with some kind of programming language)

But.. back to my main question: HOW???
pugmartin
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Location: United Kingdom
Posted: 22nd May 2003 21:09
You could use something along the lines of my editor(cough) when its finished. Sort of the kind of thing im heading for. Good to make your own though, definately better as you can tailor it to your needs.

Try mine out if you want. Not much at the minute but this is how you would do it. Its simply building a GUI for the placement and manipulation of objects in realtime. Menus are dead easy by the way. If your interested, have a look at my (crap) webpage n you can download a VERY simple version of it. Gonna upload the new one tomorrow so check back if you want. I think it`ll give a better idea of it.

Sveitech
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Posted: 22nd May 2003 23:08
Thanks!

....Downloading.....
rapscaLLion
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Location: Canada
Posted: 23rd May 2003 00:44
lol we can't explain HOW to do it, you've got to figure that out yourself. We can only help you if you ask specific questions
Good luck!

Alex Wanuch
aka rapscaLLion
Sephnroth
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Location: United Kingdom
Posted: 23rd May 2003 01:05
as rapscaLLion said, we cant explain how to do it.. although i can *try* to point you in the right direction

I loved the dungeon seige editor. A joy to map in! Also i was thinking about creating a simular editor, but for the game im currently working on it just wasnt needed. I may do one in the future though.. who knows. Anyway, as for coding it..

This is just what i would do, there may be better ways but:
You'll wan't to store all object models (the .x's) in a directory to start with. If as you are familier with the ds editor, i'm going to refer to objects as nodes from now on ^^ Makes sense then, to make a directory in your project folder called nodes and store all the models in there. When your editor starts (initlises) first thing you will want to do is populate an array with information based on the nodes dir, ie, store all the filenames of the models in an array. You can then use that to load nodes as the user needs them, so you could say make a variable called NodePointer, and bind some keys to increase and decrease the value of that variable, everytime it does so you can delete the old object and load the new object by saying NodeStack(NodePointer) to get the filename. (theres better ways, but these are just ideas!)

The idea behind the ds editor was building around nodes.. as such the lines were very important to know where you were about to place the next node. To calculate your lines you will basically have to get the x/y/z co-ordinates of the parent node (ie, the one you are about to build off) and then start adding/subtracting half its width and height and length to x/y/z values resptivly and you should be able to calculate the 8 points needed to draw lines around it. Just draw a line a different colour to show what side you are about to build off.

You use a simular calculation to place the next node.. so assuming that dbp places all objects using their center point as a placement marker (i think it does?) and you wanted to place the child node (the new one about to be placed) to the RIGHT of the parent node you would use a calculation something like:
childX = (ParentX + (ParentWidth / 2)) + (ChildWidth / 2)

and do simular for the y and z variables. Then just place it!

I hope that all made sense, heh, im kinda tired atm. Im heading to bed now, but in the morning if you are still stuck maybe i will try to knock up a real example for you (not promising mind! )

Good luck, i would love to see a level editor akin to the dungeon seige editor done in dbp

p4 2.4ghz, 256ddr ram, Geforce4 MX 440
Innovate, redefine, recreate whats in your mind. It isnt fate, you decide, only you can cross that line.
Andy Igoe
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 23rd May 2003 07:12
I hate editors.

I love fractals.

Pneumatic Dryll

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