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Thread: FMEditor Project (Update: Devlog #2 - Polygons, Cells and WorldRep)

  1. #76
    Member
    Registered: Aug 2009
    Location: Cracow, Poland
    Wow, was away and it this community always surprises me when return. This is very exciting and will help immensely in certain areas of my mission! Thank you guys for working on this!
    Thanks gamophyte! Can I ask what do you mean specifically regarding areas of your mission?

    Since this uses Dromed underneath, is this independent instructions to the brushes, or is it utilizing multibrushes? I hope they are purely using independent commands on each brush.
    We do not use Dromed at this point. Dromed is only used for portalization + other build related stuff and then game mode. We built our own environment totally from scratch and we can forget about multibrushes. You surely have to watch all other videos at this point or at least the latest one

    Then, a wishlist item is for this editor to auto generate room brushes to fill out a detected air brush path, to help fill out odd shaped places all while not bleeding into near by room.
    I like this idea very much. I think I will put this into our backlog now. By "tesselating room brushes" you mean to cover up irregular places with staircase-like setup of roombrushes, right?

    Cheers,
    Konrad

  2. #77
    Member
    Registered: Sep 1999
    Location: Texas
    Quote Originally Posted by Marzec View Post
    Thanks gamophyte! Can I ask what do you mean specifically regarding areas of your mission?
    https://www.ttlg.com/forums/showthread.php?t=148683 - There's going to be so many chunks and debris that any advantage of quick placement and locking things into place, cloning objects, will help a lot. It is going to be tedious to do the debris and vegetation at different angles to feel visually natural.

    We do not use Dromed at this point. Dromed is only used for portalization + other build related stuff and then game mode. We built our own environment totally from scratch and we can forget about multibrushes. You surely have to watch all other videos at this point or at least the latest one
    Oops yes you're right. I think before I could get far, I was having fainting spells watching all those brushes moving haha .


    I like this idea very much. I think I will put this into our backlog now. By "tesselating room brushes" you mean to cover up irregular places with staircase-like setup of roombrushes, right?
    Thanks! And yes, that's right, to cover our bases for irregular places because unlike one air cube to Shift+Insert you have to manually place many room brushes to fill out such areas.

    The other benefit I was hoping for was to auto generate even for regular box air brushes; to still be able to select an area (volume) in total to auto room brush at once.

    This will save a lot of time, and it could detect to do this for what is the air spaces. But, you don't want the outside of the city walls where the player doesn't go, so let the user select area volumes to auto air brush.

    Anyway, once again, amazing project. I often wondered if this was possible but dismissed it as a pipe dream.

  3. #78
    Member
    Registered: Aug 2018
    These people deserves a bottle o vodka! I am super curious for next Devlog

  4. #79
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...
    Quote Originally Posted by Godlike View Post
    These people deserves a bottle o vodka! I am super curious for next Devlog
    Should be soon, right?

  5. #80
    Member
    Registered: Jan 2001
    Location: Lisbon Or Oslo (or Hell)
    Soon-ish, maybe?

    Great hopes for this project.

  6. #81
    Member
    Registered: Aug 2018
    All right now I'm waiting with large bottle of vodka, where is this project ?

  7. #82
    Member
    Registered: Oct 2004
    Location: Slava Ukraini!
    where is this project ?
    The project is still in... development...

    Sorry guys you need to wait so long. Real life always gets priority, but the project is still being worked on.

    I strive to come up with some interesting video update regarding the Object System implementation.

  8. #83
    Member
    Registered: Oct 2018
    Location: Ukraine
    Do you have a GitHub or something? We're worrying here, you know...

  9. #84
    Member
    Registered: Aug 2009
    Location: Cracow, Poland
    Source code will be published after certain milestone. Hard to say when exactly, as things have slowed down a bit lately.

  10. #85
    Member
    Registered: Dec 2001
    Location: Milan - Italy
    Very interesting project. Kudos for the idea and for the effort. Looking forward to try it!

  11. #86
    Member
    Registered: Aug 2009
    Location: Cracow, Poland
    Very happy to see your post Alan. Please stay tuned At some point in the future, we will be looking for beta testers

  12. #87
    Member
    Registered: Mar 2017
    Quote Originally Posted by Marzec View Post
    Source code will be published after certain milestone. Hard to say when exactly, as things have slowed down a bit lately.
    May Smok Wawelski bless you, łacherze, with fire of creative inspiration and endurance to work on the project :-).

  13. #88
    Member
    Registered: Aug 2009
    Location: Cracow, Poland
    Haha, thank you man!

  14. #89
    Member
    Registered: Oct 2018
    Location: Ukraine
    Just bumping up the thread because... you know... maybe you have some news but somehow... forgot... yeah, forgot.

  15. #90
    Member
    Registered: Oct 2004
    Location: Slava Ukraini!
    I think it's fair to say, that the work on the project has slowed down significantly over last few months due to our real life stuff - work, family etc...

    But it's not stopped completely - it's just that not every single thing is equaly exciting to announce. For example recently I've been trying to replace and/or update the vector and matrix math library, as the one I used turned out to be insufficient (for example missing conversion to euler angles) and it uses column major order, rather than row major, which is a bit less intuitive and less convenient for dark engine.
    I've been also looking into cythonizing some of it to get more speed. Once I get this low level and somewhat boring stuff out of the way, I'll be able to focus again on adding new features. And post some screengrabs or videos.

  16. #91
    New Member
    Registered: Jan 2021
    Quote Originally Posted by PinkDot View Post
    For example recently I've been trying to replace and/or update the vector and matrix math library
    You underestimate the number of Matrix fans. I love the Matrix! Best of luck to the FMEditor team

  17. #92
    Member
    Registered: Oct 2004
    Location: Slava Ukraini!
    You underestimate the number of Matrix fans. I love the Matrix!
    Ha, ha! Sure, we remember about Matrix fans - especially Matrix3 and Matrix4 - it's class!

  18. #93
    Member
    Registered: Oct 2018
    Location: Ukraine
    Just a... ping. No, I imply nothing. Just ping, and that's it.

  19. #94
    Member
    Registered: Jan 2001
    Location: Lisbon Or Oslo (or Hell)
    Quote Originally Posted by A.Stahl View Post
    Just a... ping. No, I imply nothing. Just ping, and that's it.
    Pong.

  20. #95
    Member
    Registered: Oct 2004
    Location: Slava Ukraini!
    Quote Originally Posted by A.Stahl View Post
    Just a... ping. No, I imply nothing. Just ping, and that's it.
    Be sure, we'll ping you back, when we're looking for dedicated betatesters!

  21. #96
    Member
    Registered: Oct 2018
    Location: Ukraine
    The time has come! Well, not a release time, obviously. But ping time. So here: PING!

    Is the project dead completely or is there some hope?

    Dromed go brrrrr.

  22. #97
    Member
    Registered: Oct 2004
    Location: Slava Ukraini!
    Quote Originally Posted by A.Stahl View Post
    Is the project dead completely or is there some hope?
    "Alive and... sleeping!"

    From now, you can follow us on Twitter: https://twitter.com/PyTaffers

    The account is very new, but this form of communication should allow us to update more frequently, even if there's not enough content for a full devlog episode on youtube.

  23. #98
    Member
    Registered: Oct 2018
    Location: Ukraine
    FMEditor go brrrr? No, FMEditor just brrrr. No go. Sad.

  24. #99
    Member
    Registered: Aug 2009
    Location: Cracow, Poland
    What do you mean?

  25. #100
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by A.Stahl View Post
    FMEditor go brrrr? No, FMEditor just brrrr. No go. Sad.
    Could you please speak plainly? I have no idea what that even means.

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