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And now the fun begins


Josh

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We have our design parameters. We know the editor should let the user control every aspect of the engine in a visual manner, without having to use any other tools or do any editing of text files. We have 3D World Studio to serve as inspiration for the design and feel of the program.

 

The sky's the limit. You, the users, have told me that you want to invest in a system that does more for you and makes your life easier. I'm happy to provide the basis for your next projects. Thank you for letting me make this for you, because creating 3D tools is what I really love doing.

 

Look at me, I see a CSG editor grid and I get all sentimental.

 

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I like having the scene tree and asset browser in tabs on the right. I tried a couple variations of keeping them both visible at once, and I think it looks silly. The down side of using tabs is you can never drag anything from the asset browser to the scene tree directly. Therefore, it makes the most sense to me to have sounds, scripts, and anything else in the properties editor, so you can drag assets from the asset browser to that. This means scripts, sounds, etc. do not go in the scene tree, and it gets used for only entities and brushes. It seems like a good layout and will support all the drag and drop features we need.

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Must...consume...LE3...news.

 

It's great that you keep daily updates of the LE3 progress, the forums are else so dead because everyone is focussing on writing games or waiting for others to write something productive and interesting.

 

You could write even more, nothing beats the joy of reading a longer article with the first cup of coffee in the morning, let the information flow! :D

 

So how does LE3 Editor save the CSG models? Are they saved as seperate mdl files? Or like in 3DWS as a complete 3dw scene?

 

LE 1.0 allowed even procedural animations of CSG models, like MoveBrush(), can LE3 do that too?

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CSG brushes will be saved into the map, or you can save them as prefabs, or convert them to models, or convert them to physics shapes. But normally, CSG brushes will be considered to be unique geometry for a given map.

 

I haven't thought about how much CSG commands will be exposed. Probably everything, because I am building it into the engine anyways, and I have to access it all from the editor.

 

Most days my progress is something like "that thing that used to crash the program no longer causes a crash" so I don't know if that is very interesting.

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I'm not really sure what CSG really means for models.

 

Does it mean I can take a small building or wall, then perform some logical operation on it to cut out a shape and then it becomes a new mesh which can be saved and re-used?

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Flexman, do you own 3D World Studio because it seems like it'll be just like that for the most part. There are prefabs in that also. If you haven't used that I would suggest getting it. Even the free download would help get a leg up on what it's going to be like in the new LE3 editor.

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