Profile for KernelKnowledge12
Field | Value |
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Displayed name | KernelKnowledge12 |
Member number | 4557 |
Title | Shock Trooper |
Postcount | 264 |
Homepage | |
Registered | Wednesday, June 16 2004 07:00 |
Recent posts
Pages
Author | Recent posts |
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3D BOA Editor (Windows) in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Thursday, November 18 2004 12:59
Profile
quote:I never said it was easy. I screwed around with the original editor for a month over the summer and started working on a 3D editor using MFC/DirectX. (Before I started thinking cross-platform.) After a little I got an idea for a project that could potentially make me some money, so I dumped the editor. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D BOA Editor (Windows) in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Thursday, November 18 2004 10:27
Profile
quote:The saving and loading functions (for scenario files) are very simple, and its pretty easy to see how the files are stored: Scenario Info Struct (Can't remember the real name) Outdoor Sections Towns (the size of each town differs based on the stored town size) The editor's scripting functions are total and utter crap, but a more extensive one isn't neccessarily needed. quote:I think you're talking about the flipShort function. All it does is switch the two bytes contained in the given short. The following function would probably be better, if somewhat slower: template< class _Ty > _Ty& flipData( _Ty& d) Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D BOA Editor (Windows) in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Thursday, November 18 2004 10:27
Profile
quote:The saving and loading functions (for scenario files) are very simple, and its pretty easy to see how the files are stored: Scenario Info Struct (Can't remember the real name) Outdoor Sections Towns (the size of each town differs based on the stored town size) The editor's scripting functions are total and utter crap, but a more extensive one isn't neccessarily needed. quote:I think you're talking about the flipShort function. All it does is switch the two bytes contained in the given short. The following function would probably be better, if somewhat slower: template< class _Ty > _Ty& flipData( _Ty& d) Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D BOA Editor (Windows) in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Thursday, November 18 2004 10:01
Profile
The scenario-saving parts are extremely simple. Only the several simple classes (located I believe in global.h) in Jeff's code need to be copied and screwed with. There is a scripting engine ( technically an engine) that loads the editor's global data (from the corescendata.txt files) that should not be copied. A quick lexer and parser should be created using the Script Checking program's grammar files, with FLEX++ and Bison++. The Bison++ input file should be tweaked to actually edit a ScenData object. The graphical interface should use OpenGL, if it's meant to be fast. (An easier alternative, however, would be just to use a toolkit's graphical classes.) Using OpenGL would allow for shaders and therefore more flexible tinting code, but would take much longer to implement. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D BOA Editor (Windows) in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Thursday, November 18 2004 10:01
Profile
The scenario-saving parts are extremely simple. Only the several simple classes (located I believe in global.h) in Jeff's code need to be copied and screwed with. There is a scripting engine ( technically an engine) that loads the editor's global data (from the corescendata.txt files) that should not be copied. A quick lexer and parser should be created using the Script Checking program's grammar files, with FLEX++ and Bison++. The Bison++ input file should be tweaked to actually edit a ScenData object. The graphical interface should use OpenGL, if it's meant to be fast. (An easier alternative, however, would be just to use a toolkit's graphical classes.) Using OpenGL would allow for shaders and therefore more flexible tinting code, but would take much longer to implement. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D BOA Editor (Windows) in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Thursday, November 18 2004 08:49
Profile
It would be rather difficult. Fortunately there are several libraries that would make it easier (wxWidgets, Boost, WideStudio, the famous STL and its many add-ons). Also much of file handling/scripting code can be copied and tweaked to favor a more object oriented approach. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D BOA Editor (Windows) in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Thursday, November 18 2004 08:49
Profile
It would be rather difficult. Fortunately there are several libraries that would make it easier (wxWidgets, Boost, WideStudio, the famous STL and its many add-ons). Also much of file handling/scripting code can be copied and tweaked to favor a more object oriented approach. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Thursday, November 18 2004 07:42
Profile
quote:People are starting to catch on. ;) Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Thursday, November 18 2004 07:42
Profile
quote:People are starting to catch on. ;) Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D BOA Editor (Windows) in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Thursday, November 18 2004 07:36
Profile
quote:Hence the term, cross-platform library. If he uses one and it works on a Mac, it should work on any platform the library supports. He'd just have to get it to a PC to build the executable, which shouldn't be too hard considering the amount of programmers in this community. quote:A need would be an editor (3D or not) with plugin capabilities for the various smaller programs people are working on. quote:Of course it sucks. It's complicated and entirely too messy, but getting the gist of it isn't too hard, if you look at the right parts. Ignore the Mac graphic's code; it shouldn't matter. Look at how the program itself loads, and then the format of the scenario files. [ Thursday, November 18, 2004 07:40: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D BOA Editor (Windows) in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Thursday, November 18 2004 07:36
Profile
quote:Hence the term, cross-platform library. If he uses one and it works on a Mac, it should work on any platform the library supports. He'd just have to get it to a PC to build the executable, which shouldn't be too hard considering the amount of programmers in this community. quote:A need would be an editor (3D or not) with plugin capabilities for the various smaller programs people are working on. quote:Of course it sucks. It's complicated and entirely too messy, but getting the gist of it isn't too hard, if you look at the right parts. Ignore the Mac graphic's code; it shouldn't matter. Look at how the program itself loads, and then the format of the scenario files. [ Thursday, November 18, 2004 07:40: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D BOA Editor (Windows) in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Wednesday, November 17 2004 11:42
Profile
Why not just get the maker of the Mac 3D Editor to port his own/Jeff's code using a free cross-platform class library? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D BOA Editor (Windows) in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Wednesday, November 17 2004 11:42
Profile
Why not just get the maker of the Mac 3D Editor to port his own/Jeff's code using a free cross-platform class library? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Scenario File Format in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Tuesday, November 2 2004 11:45
Profile
quote:What people do on their own time (stupid, pointless and illegal or otherwise) is none of my concern. quote:The wxWidgets framework is free. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Scenario File Format in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Tuesday, November 2 2004 11:45
Profile
quote:What people do on their own time (stupid, pointless and illegal or otherwise) is none of my concern. quote:The wxWidgets framework is free. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Scenario File Format in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Monday, November 1 2004 07:25
Profile
quote:If you do plan on making your own BoA Editor, please consider using the wxWidgets (fromerly wxWindows) framework to power your application, as it is an incredibly comprehensive, cross platform UI. [ Monday, November 01, 2004 07:28: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Scenario File Format in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Monday, November 1 2004 07:25
Profile
quote:If you do plan on making your own BoA Editor, please consider using the wxWidgets (fromerly wxWindows) framework to power your application, as it is an incredibly comprehensive, cross platform UI. [ Monday, November 01, 2004 07:28: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Adding custom items in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Wednesday, August 25 2004 07:34
Profile
You should also make sure the icon adjust variable is set to the correct value. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Adding custom items in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Wednesday, August 25 2004 07:34
Profile
You should also make sure the icon adjust variable is set to the correct value. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Script checking program in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Friday, August 20 2004 04:32
Profile
I added an extra semicolon to the "clear" statement at the beginning of scenario data script, and got about thousands of "structural errors" on almost every line. This has to be an error. I am using the Windows version. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Script checking program in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Friday, August 20 2004 04:32
Profile
I added an extra semicolon to the "clear" statement at the beginning of scenario data script, and got about thousands of "structural errors" on almost every line. This has to be an error. I am using the Windows version. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Suggestions in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Friday, August 6 2004 05:56
Profile
My sentiments exactly. :) Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Suggestions in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Friday, August 6 2004 05:56
Profile
My sentiments exactly. :) Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Suggestions in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Friday, August 6 2004 04:03
Profile
the set_up_lights function itself is relatively short, and shouldn't be too hard to include into the engine (although it would be a performance dampener when called by Avernum Script). But it shouldn't be too hard to put in auxillary functions that recalculate lighting for certain terrain spots and maybe rectangles. This however could be too annoying for someone who would tends to use this function alot (whoever that may be), so Jeff would have to put in an auto check for it whenever the lighting array may have been comprimised by a terrain change or whatever. There can then be two more functions that enable and disable auto lighting, which again shouldn't be to0 hard. [ Friday, August 06, 2004 04:05: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Suggestions in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Friday, August 6 2004 04:03
Profile
the set_up_lights function itself is relatively short, and shouldn't be too hard to include into the engine (although it would be a performance dampener when called by Avernum Script). But it shouldn't be too hard to put in auxillary functions that recalculate lighting for certain terrain spots and maybe rectangles. This however could be too annoying for someone who would tends to use this function alot (whoever that may be), so Jeff would have to put in an auto check for it whenever the lighting array may have been comprimised by a terrain change or whatever. There can then be two more functions that enable and disable auto lighting, which again shouldn't be to0 hard. [ Friday, August 06, 2004 04:05: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |