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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Thu Oct 30, 2014 10:48 pm 
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Maybe it`s possible, but I think that it is very more difficult to implement. The standart way is three arrows and three faces, with unlit materials that render at the top of all other objects, all of these objects are attached to a scene node and so on..
Here is a example: Pick Drag Drop, also Oged
I just need to do all of these stuff on Lua, but the major part needs c++ implementations before


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sun Nov 02, 2014 9:55 pm 
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The problem with using a conventional ogre object is that it won't render right with the deferred shading. So we'd have to make our own one that is similar and does the proper rendering steps.

But unless the shape of the object isn't known at runtime, it should be ok to create it in an editor and make the mesh file on disk as usual.

As for rendering, I think setting alpha and emissive will get most of the way there, but it may not be straightforward to disable the depth check. I'll have to look. Oh, and disable shadows of course.


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sat Nov 08, 2014 6:05 pm 
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Almost there..
Image
but I'm having problems when selecting objects with the mouse cursor, but I will try a little more to fix the problem, otherwise I will submit the c++ code too :)


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sun Nov 09, 2014 10:47 pm 
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Selecting by triangle is hard, given hardware animation is moving the triangles around in ways the CPU would have to reproduce. But selecting by physics mesh should be pretty easy. The only tricky bit is going to be getting that 3d vector right. That should probably be a function in the graphics subsystem -- for a given screen co-ordinate, what is the direction vector in world space?


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Mon Nov 10, 2014 7:43 am 
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Yep, good idea, I will change my code a little bit to fit this idea (even that it isn't working yet, hehe)
but how we can select non physical objects? (also the arrows doesn't have a collision, and it is merged on the same workflow of selecting objects)


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Mon Nov 10, 2014 12:51 pm 
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I have submitted the C++ code on the /editor/cpp folder, so if you want, you can take a look on my failed attempt to do that (actually, I have no idea of what I'm doing :|)


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Wed Nov 12, 2014 12:24 am 
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The easiest way is probably to give it a collision mesh :)

It should be possible to disable collision response for things, so that will avoid them pushing stuff away. If not, it is easy to add that. Should be a .enabled on the RigidBody

I will look at your code soon, at least at the weekend :)


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sat Dec 13, 2014 8:49 am 
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any update


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sat Dec 20, 2014 11:45 am 
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Currently I'm working in new features like an Event Editor (similar to Kismet of UDK or FlowGraph of CE), the open/save dialog inside HUD (I'm crazy to delete the Level_Editor.exe) and planning some other things. Also I redo some menu stuff. I will commit all ready stuff and more in one take,
I don't know when, but I want to do a lot more things, also remake the editor core..

mouse select and arrows will take a while too :( (need a lot of workarounds when using collision)

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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sun Dec 21, 2014 2:34 am 
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if you need any help figering out how to do stuff just ask and why dolnt you hang out with up on the irc channel Augusto Moura


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sun Dec 21, 2014 6:42 pm 
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Yeah :) :up:


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Fri Jan 23, 2015 3:09 am 
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So just thought I would chime in here -



The video is how volition (The guys behind Saints row) made the city of StillWater.

Anyway - Hope that this is useful. It contains useful things that Grit could use as well as an Inside look on how they make the city.

Things such as road tools, Play in editor, etc.

If anything it is something to aim for :)

- HeadClot


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sat Jan 24, 2015 2:56 am 
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Interesting video
The play in editor will be very complex to do when AI will be implemented, I think (because you can play, kill enemies and go back to editor, and also spawn new temporary or permanent enemies or objects while playing and so on), but will be a nice feature (I will try after I finish the main features of the level editor) [currently the svn version of play in editor is very simple]

(the video of the left monitor is actually just showing a reply of a xbox 360 that follows the camera position of the editor (an apart tool) through network)

This road tool probably is a complex system, needs path editing (also useful for camera animations and cinematic) and a smart UV and mesh system (probably needs a lot of Grit core implementations), but is very cool ;)


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sun Jan 25, 2015 8:25 pm 
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this might be of some help http://quark.sourceforge.net/


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Mon Jan 26, 2015 9:30 am 
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Maybe you can add an option for quality (For example, to only show mip-maps instead of full textures+spec+normal maps) Also maybe add an option to disable shading?

Have a lettuce for your good work! :letucce:

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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Tue Jan 27, 2015 3:28 am 
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:Aw: :letucce:
for sure, I can put a button on the toolbar, but first, Grit need the "gfx_option" to do that (deferred shading g-buffer?)

ImageImage

Also would be great to have:

show normals
Image

"illumination"
Image

"environment cube"
ImageImage

(these are manipulated materials, just for illustration)


Last edited by Augusto Moura on Sun Feb 01, 2015 8:43 am, edited 1 time in total.

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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sun Feb 01, 2015 8:23 am 
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almost all working
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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sun Feb 01, 2015 1:27 pm 
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Hi Augusto, hi all,

Congratulations for the editor. :number1:

The editor will have a navpoints system for Cars and NPC?
I'm working on a game like mafia in Blender and looking for a tool to make my work easier. I don't know coding at all and a build editor is great to use.

Thank you.


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Tue Feb 03, 2015 5:04 am 
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Hi icra, thank you

yes, of course

but, Grit does not have an AI system yet, i was thinking of bring the Recast/Detour navigation library, but i not even started my researches to do that (just a little bit), so then it will take a while, hehe
for now i can do simple things like make an object follow paths, create simple AI that shoot at the player and so on, but nothing so complex.. but these stuff can be merged to the 'Detour' system when ready

i'm already working on physical representations inside the editor, like for spawn points, particle emitters, triggers (and of course will have navigation points and navmesh preview)..
also working on graphical programming system for artists, to avoid level programing (and made tasks more easy to do) [see these boxes with lines on my last picture, you will can do anything inside the game with these things, and write your own boxes if necessary] ;)


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Wed Feb 04, 2015 10:16 pm 
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will this eventually becme something like unity editer http://docs.unity3d.com/Manual/EditorOverview.html that can do more than level editing


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