Plan for Chris "DiGi" Timberlake
by Chris "DiGi" Timberlake · 11/08/2004 (5:17 pm) · 16 comments
Ok, now i know you're all going to laugh at this, and I realize. Laugh all you want, but please don't go around saying "Your Dumb" or "OMG Your so stupid", because contrary to some's belief i'm not. My spelling and grammer might be very bad though :p.
Anyways, moving alot. I got good news! I got my map editor to work! (this is the part where you may laugh) GUESS WHAT WAS WRONG WITH IT?!?! Yup, thats right, i forgot a 3 character parameter when compiling! (-q 3 to be exact.) Now, up untill a little bit ago (2 AM Yesterday morning) I didn't even know it exsisted. Heh, betcha are all laughing at that! But anyways, it happened when i was mucking about with a cartography shop demo. Then i went and tried to compile a HL .map file i had. Well, one thing let to another, and me forgetting what parameters to use, i did the -? parameter. Low and behold! the -q parameter was right there, right infront of my vary eyes. Well, i scrambled to get my old backups of the editor, and get tread 3d installed. I made a little box, exported it, to my amazement it compiled (At this time i was thinking "OH MY GOSH! AM I BLIND OR WHAT!"). Anyways, heres what turned out (This was usign Tread 3d 2.4)

Anyways, moving alot. I got good news! I got my map editor to work! (this is the part where you may laugh) GUESS WHAT WAS WRONG WITH IT?!?! Yup, thats right, i forgot a 3 character parameter when compiling! (-q 3 to be exact.) Now, up untill a little bit ago (2 AM Yesterday morning) I didn't even know it exsisted. Heh, betcha are all laughing at that! But anyways, it happened when i was mucking about with a cartography shop demo. Then i went and tried to compile a HL .map file i had. Well, one thing let to another, and me forgetting what parameters to use, i did the -? parameter. Low and behold! the -q parameter was right there, right infront of my vary eyes. Well, i scrambled to get my old backups of the editor, and get tread 3d installed. I made a little box, exported it, to my amazement it compiled (At this time i was thinking "OH MY GOSH! AM I BLIND OR WHAT!"). Anyways, heres what turned out (This was usign Tread 3d 2.4)
About the author
#2
11/08/2004 (10:42 pm)
Hehe... well done!
#3
Just messing.. Glad you got it working though :)
11/09/2004 (3:27 am)
'-q 3 to be exact.' is 5 parameters... :pJust messing.. Glad you got it working though :)
#5
Couple questions. What is tread3d written in? And is it portable to the Mac? I'm thinking of going back to making my blender exporter for .maps because radiant is a bit annoying but if there is another product that's better I'd rather do less work.
11/09/2004 (4:44 am)
It took me a long time to realise that switch as well. It's not fully compliant though so beware. If you use qeradiant you can't use the cylinder or some of the other tools whose name I forget. And in regards to lights and entities I had to write a filter that would make sure classname appeared as the first line in any block. When I used the entities to do lights it wouldn't compile and this is because map2dif requires the classname to be first not in any order. In any case, I'm not sure how fully compliant the -q 3 switch is but most importantly it does work with structural brushes.Couple questions. What is tread3d written in? And is it portable to the Mac? I'm thinking of going back to making my blender exporter for .maps because radiant is a bit annoying but if there is another product that's better I'd rather do less work.
#6
I dont own a mac :)
And all entities are working fine .
11/09/2004 (5:08 am)
There is a macbuild yes but i havent tried to build it.I dont own a mac :)
And all entities are working fine .
#7
11/09/2004 (5:19 am)
Do you know where I can get it? I haven't been able to find it. Thanks.
#9
11/09/2004 (7:35 am)
Thanks for the link Billy. I saw the source code but there is no project file and I really don't feel like figuring out how to build the source for Mac. I would imagine it would be quite painful and I really don't have the time to muck with it. Oh well, perhaps when I get time.
#10
Billy: I saw you made it, and Good Job! But i'm not just stopping here, i'm going to be making it bigger and better, have more support for newer games, and all that.
I'm glad i finally got it working, and finally got the darn thing to compile. Took me all day yesterday to fix the compiling stuff on my backup :). But it works, now i can develop it, test it, then ultimately release it with my torque mods. :D
Edit: Billy, just curious but would you like to combind forces? 2 Head are better then 1. I also see that you know the editor well. Anyways if youd like to im me on messenger: AIM: MMKBlackKnight MSN: killer_aka@hotmail.com && digitize_your_mind@hotmail.com Yahoo: Thekingsuper64
11/09/2004 (7:55 am)
Joe: Sadly there is no mac port. He was getting ready to build it for mac, but MFC is not cross-platform(To my knowledge, except with Wine (linux) and (Drakwine: Wine for mac), thus no mac. However, me being able to build this and get it working is a huge triamph, because i plan on extending it to Linux and Mac (When i understand it more), Make it more user compliant, a better GUI, and so forth. As for it being fully compliant, i pray to God that it works right with Tread 3D because it'd be hell to have to fix it!Billy: I saw you made it, and Good Job! But i'm not just stopping here, i'm going to be making it bigger and better, have more support for newer games, and all that.
I'm glad i finally got it working, and finally got the darn thing to compile. Took me all day yesterday to fix the compiling stuff on my backup :). But it works, now i can develop it, test it, then ultimately release it with my torque mods. :D
Edit: Billy, just curious but would you like to combind forces? 2 Head are better then 1. I also see that you know the editor well. Anyways if youd like to im me on messenger: AIM: MMKBlackKnight MSN: killer_aka@hotmail.com && digitize_your_mind@hotmail.com Yahoo: Thekingsuper64
#11
If it's MFC it's not cross platform. A cross platform editor is so badly needed. Oh well.
11/09/2004 (8:10 am)
Chris,If it's MFC it's not cross platform. A cross platform editor is so badly needed. Oh well.
#12
11/09/2004 (8:32 am)
Joe, yes i know, i think i'm going to examine it more, and find the best solution for a new cross-platform GUI (I decided on WxWidgets before). That way they can have it on Mac, which is something i know is needed, badly.
#13
That would be great! I've been thinking about ripping apart and rebuilding JQT the old java map editor. Using JOGL it can be very fast, cross platform and can use java, javascript or python for scripting. Bringing it up to date with Swing for a native look and feel would not be bad, but moving the editor to JOGL may or may not be that bad, I haven't looked at the source that closely yet. Java is also easy for making the system support plugins and such. I may make Blender work for a short term solution and rip JQT apart at a later date.
11/09/2004 (8:56 am)
Chris,That would be great! I've been thinking about ripping apart and rebuilding JQT the old java map editor. Using JOGL it can be very fast, cross platform and can use java, javascript or python for scripting. Bringing it up to date with Swing for a native look and feel would not be bad, but moving the editor to JOGL may or may not be that bad, I haven't looked at the source that closely yet. Java is also easy for making the system support plugins and such. I may make Blender work for a short term solution and rip JQT apart at a later date.
#14
11/09/2004 (9:54 am)
Well, if i could get a crew onboard with Digital E Studio, making it cross-platform, and advanced it would be awsome, but i donno if anyone wants too.
#15
11/09/2004 (10:04 am)
What is Digital E Studio? I did a google search and nothing game up.
#16
11/09/2004 (11:20 am)
Its my companies editor, based upon Tread 3D. Its going to0 become our editor for all our games and such, kinda like Valve's Hammer (not the same editor, just how its used). IT will have Native support for Torque, and TSE. Seeing as most of our games will be based on TGE and TSE, as we can modify the engiens to our likeing. We will prob sell Digital E Studio, for like 10 - 20 dollars. Also, people will be able to have a subscription (10$ a month), and have access to all teh betas, no ads, and no waiting inline for downloads. That sort of stuff.
Associate Stefan Beffy Moises