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Plan for Chris "DiGi" Timberlake
Plan for Chris "DiGi" Timberlake
| Name: | Chris "DiGi" Timberlake | |
|---|---|---|
| Date Posted: | Jun 17, 2004 | |
| Rating: | 1.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Chris "DiGi" Timberlake |
Blog post
Another day another dollar.
Well, its thats time again, time for me to write a .plan! Well, a few days ago, MFC in my editor Digital E Studio took a crap and died. I have no clue how, I didn't change anything! it just puked and died, when I compile certain objects it spits out errors like the dickens! Thats the GOOD NEWS , The other good news is recently I ran into Brian Peal. he found the necessity for a Map Editor, and wanted to help create one. Since he agrees with me Quark isn't very good, so on goes our quest to start our very own map editor from scratch. We've settled on C#, and Sharp GL, a pretty good choice if I might say so myself. Although Cross-platform is still a issue, although I doubt a big one. From what i've seen we just need to rewrite the GUI for each OS which imo is rather easy. We are also planning a new map format thats pretty awsome heres a description:
"A stand alone .DMF map format which is composed of 4 parts. The Terrein and Water, The Interiors and Static Objects such as buildings, The "Dyanmic Objects" these are objects which can be imported from a modeling program, or a .3ds .max or .obj file format, these have special properties to be able to be animated, destroyable, breakable, and use ragdoll physics similer to HL2, they would also be able to move, the 4th and final part is the use of what i call "Dynamic map Script" which is used to apply material attributes to the Static and Dynamic objects, it can also tell the dynamic objects how to explode or like for instance tell water where to go (I.E. A fountain or water fall). This would allow people to make simple and fast mods to the engine to add special support and anything the future may incure. Another special thing that this DMF would have is per-pixel lighting, shaders, and many other visual features. That would not normally be used in an indie game. All of which would be able to be scene rendered and editable in the Editor, which serves as a full world editor, as you see it in the editor it would appear ingame."
Thats pretty straight forward. I figuare if we get a big enough fan base and helpers we can easily get this rolling and easily get everything working. Also, Torque Ed (the map Editor) isn't just a map editor, it will also edit Torque's Scripts with things like intelisence in it. I'm sorry for any Spelling Errors, and grammer mistakes I'm developing carpol tunnel and I tried to catch as many as I could.
"A stand alone .DMF map format which is composed of 4 parts. The Terrein and Water, The Interiors and Static Objects such as buildings, The "Dyanmic Objects" these are objects which can be imported from a modeling program, or a .3ds .max or .obj file format, these have special properties to be able to be animated, destroyable, breakable, and use ragdoll physics similer to HL2, they would also be able to move, the 4th and final part is the use of what i call "Dynamic map Script" which is used to apply material attributes to the Static and Dynamic objects, it can also tell the dynamic objects how to explode or like for instance tell water where to go (I.E. A fountain or water fall). This would allow people to make simple and fast mods to the engine to add special support and anything the future may incure. Another special thing that this DMF would have is per-pixel lighting, shaders, and many other visual features. That would not normally be used in an indie game. All of which would be able to be scene rendered and editable in the Editor, which serves as a full world editor, as you see it in the editor it would appear ingame."
Thats pretty straight forward. I figuare if we get a big enough fan base and helpers we can easily get this rolling and easily get everything working. Also, Torque Ed (the map Editor) isn't just a map editor, it will also edit Torque's Scripts with things like intelisence in it. I'm sorry for any Spelling Errors, and grammer mistakes I'm developing carpol tunnel and I tried to catch as many as I could.
Recent Blog Posts
| List: | 07/31/08 - Running Around 01/19/06 - Choices . . . 12/22/05 - Well, life is busy! (Sorry No Pics) 01/30/05 - Plan for Chris "DiGi" Timberlake 01/21/05 - Plan for Chris "DiGi" Timberlake 11/10/04 - Plan for Chris "DiGi" Timberlake 11/09/04 - Plan for Chris "DiGi" Timberlake 10/23/04 - Plan for Chris "DiGi" Timberlake |
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Submit your own resources!| Chris "DiGi" Timberlake (Jun 17, 2004 at 19:19 GMT) |
| Eric Forhan (Jun 17, 2004 at 19:26 GMT) |
Edited to add:
I just reread that. It sure sounds like a huge undertaking. Might I suggest trimming it down some at first?
Edited on Jun 17, 2004 19:29 GMT
| mm (Jun 17, 2004 at 20:13 GMT) |
Matt
| Chris "DiGi" Timberlake (Jun 17, 2004 at 21:23 GMT) |
| Adam deGrandis (Jun 18, 2004 at 01:22 GMT) |
| Chris "DiGi" Timberlake (Jun 18, 2004 at 02:11 GMT) |
| Bill Keller (Jun 18, 2004 at 12:03 GMT) |
Don't get me wrong, I really like C#, but if you care about cross-platform, it's not the right tool for the job.
| Chris "DiGi" Timberlake (Jun 19, 2004 at 00:52 GMT) |
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