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 Post subject: Grit Map Editor
PostPosted: Sat Oct 04, 2014 11:37 am 
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This is the anything related to Grit Map Editor discussion topic. :Aw:


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Last edited by Augusto Moura on Fri Aug 14, 2015 6:59 am, edited 3 times in total.

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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sat Oct 04, 2014 5:12 pm 
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can't wait to see linux build! :)
I eager to evaluate this!

Also I think you have to have a discussion with Spark about that "extra C++ stuff" I think file dialogs can come in handy in the engine itself somehow. And that will hopefully reduce number of "projects" (or codebase) to maintain.


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sat Oct 04, 2014 7:03 pm 
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We can just add the ability to do that on Grit. You need some way of browsing the hierarchy right?


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sat Oct 04, 2014 7:08 pm 
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There are some complexities -- generally Grit only understands files underneath the grit dir, and long term I want to be able to mount zip files into that hierarchy (equivalent to GTA's use of img). In that context, I suppose it is best to not allow writing into zip files (that is difficult and slow). So you'd see one view for "open" and a lesser view for "save".


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sun Oct 05, 2014 1:02 am 
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I agree, anyway a content browser will be needed, so it needs to lists all the files and directories.

I think that you can work with folders and zip files on a separated way, folders can be the "editable content" and zip can be the locked content (like when you release a commercial game, for data protection, or simple keep you project more organized with files that you are not longer modifying..)

So, even that the engine can apparently see folders and zip with the same hierarchy, zip internal files and directories can be tagged "locked content" and so on..

for now, I think that we can keep the simple open/save dialogs, just for while these implementations are not ready, also needs the interface stuff, but I don't know what to about linux support :/ (but is not so much, you can call the functions manually on console [linux users are good at this, hehe 8-) ])

thank you


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sun Oct 05, 2014 12:50 pm 
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Looks great, hopefully it becomes fully functional level editor! Now I'm trying to figure out how to move an object around. :D


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Sun Oct 05, 2014 5:54 pm 
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Hold right mouse button, press E to select and move with the arrow keys, also K and I (is the Razzeeyy placement editor with little modifications) :)


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Mon Oct 06, 2014 1:42 am 
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Ah, thanks, this will be useful. :)

edit: Yeah, it works, only feels weird to be obligated to hold RMB while doing that.

edit2: would be awesome if you could move selected objects with onscreen arrows and mouse, like in 3ds max
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edit3:
liking it!
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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Tue Oct 07, 2014 10:57 am 
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Yes, this is the idea, you move the camera with the right mouse button pressed and when you release it you can select objects with the mouse pointer, and then move/rotate/scale with the arrows. I'm already working on it, probably will come with my next update :)


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Tue Oct 07, 2014 5:32 pm 
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I had a play with it in Windows but didn't look at the code yet. I want to get the car engine stuff merged cleanly and then look at this more closely.

I assume you're only using wxwidgets for the file dialogs right? Everything else (i.e. the dropdowns) is using the HUD framework.


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Tue Oct 07, 2014 7:20 pm 
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Yes, but for Windows I'm just using "Commdlg.h", wxWidgets is only necessary on Linux, I think


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Tue Oct 07, 2014 11:41 pm 
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Ok so if I were to make a save/open dialog in the HUD framework, that would make this logical smooth sailing :)


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Wed Oct 08, 2014 12:25 am 
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Including a huge library like wxWidgets just for one simple thing is not very convenient..
All things accessible on HUD framework is nice, probably will be useful on other purposes too ;)


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Wed Oct 08, 2014 7:17 am 
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Yeah like environment editor save / load


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Mon Oct 20, 2014 6:56 pm 
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can you release the level editer source code so other people can help work on it as well


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Tue Oct 21, 2014 9:04 pm 
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Actually the source code is only a few lines, only to open the open/save file dialogs (that will be completely replaced) :)


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Tue Oct 21, 2014 9:14 pm 
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So, if Ogre::ManualObject and its materials will be exposed to lua (to create the arrows), maybe the editor can works just on lua, no needing a custom build (so you can run it only typing a command)

(for now I don't know how to create a manual object and link it to a GritNode, and Ogre::SceneNode not works properly [not rotates], so it will take a while)


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Wed Oct 29, 2014 8:52 pm 
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A GfxManualBody is a good thing to have. Why do the arrows have to be computed instead of using a mesh though?


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Thu Oct 30, 2014 1:09 am 
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Actually isn't a problem using a mesh, but I think that is more convenient because the arrows needs to be modified when you select different modes (translate = cones, rotate = rounded arrows, scale = boxes), so you need to rebuild the mesh partially and so on..

(also, Manual objects is very useful for creating debug lines, or debug shapes, that will be probably needed soon..)


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 Post subject: Re: W.I.P. Grit Level Editor
PostPosted: Thu Oct 30, 2014 4:50 am 
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You could maybe do it like an animated texture where you explicitly pick which frame you're on. You click on the Z axis, it switches to a frame where that axis is yellow. You click another, switch to another frame. On release, switch back to first red/blue/green axis frame. Maybe? It'd be a small texture uncompressed and the frames could be very tiny, few rows of colored pixels. Is it possible or impossible?


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