Profile for Notus
Field | Value |
---|---|
Displayed name | Notus |
Member number | 5289 |
Title | Warrior |
Postcount | 107 |
Homepage | |
Registered | Tuesday, December 14 2004 08:00 |
Recent posts
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Author | Recent posts |
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BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 5289
|
written Monday, February 28 2005 19:05
Profile
The first plan for the user command interface including Tool palette is almost finished. I'll concentrate implementation of the graphic system this week. Because of the entrance examination of our University, I couldn't take so much time last week. (Japanese school starts on April.) [Edit] KernelKnowledge12 Please retrieve the previous build (build0026) of Win 3D editor from CVS, and cut out the data loader part. That version worked fine as the loader to the data object, but I gave up it by another problem I told. We can use it on our new editor. Revise it by your new template style. Show me a good example of template implementation ;) Retrieve procedure is, 1. In a new folder, execute "CVS Checkout...". 2. Select "Win3DBoAEditor/source" in Module tag. 3. Click Revision tag on the top of the TortoiseCVS dialog. 4. Check "Choose branch or tag" 5. Push "Update list.." button and connect CVS server to retrieve tags. 6. Now you get tag list on the pull-down menu, left of the push button. 7. Select "Build0026", the second one. 8. Push "OK" button at the bottom. 9. The connection to the CVS server retrieves the Build0026 version. Maybe next parts are useful. Bl A Fileio.cpp do_load_campaign(), load_outdoor(), load_town() CMemStream.h, CMemStream.cpp global.h and Library.cpp ReadDataFromStream(), WriteDataToStream() of each data object [ Tuesday, March 01, 2005 09:49: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
how to develop a scenario? in Blades of Avernum Editor | |
Warrior
Member # 5289
|
written Monday, February 28 2005 18:18
Profile
Thank you for straight answers. quote:Does this mean input method for heights, or hill formation with cliff terrain? quote: quote:As Khoth allowed us to equip his smart wall tool in our new editor, we'll implement it. Thanks, Khoth. quote:Does this mean switch between "floor" - "terrain" - "height" mode? The icon for this switch is not easy to understand. Though the shortcut for this switch is assigned to "space bar", the explanation is buried in the other documents. We plan to remove this switch itself adding independent tools. -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
how to develop a scenario? in Blades of Avernum | |
Warrior
Member # 5289
|
written Monday, February 28 2005 18:18
Profile
Thank you for straight answers. quote:Does this mean input method for heights, or hill formation with cliff terrain? quote: quote:As Khoth allowed us to equip his smart wall tool in our new editor, we'll implement it. Thanks, Khoth. quote:Does this mean switch between "floor" - "terrain" - "height" mode? The icon for this switch is not easy to understand. Though the shortcut for this switch is assigned to "space bar", the explanation is buried in the other documents. We plan to remove this switch itself adding independent tools. -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
how to develop a scenario? in Blades of Avernum Editor | |
Warrior
Member # 5289
|
written Monday, February 28 2005 06:19
Profile
quote:We are making a new "map editor" now. Please let us know when or to what you feel pain on "map editor". We may be able to ease part of them. And beginner designers, please let us know when and to what you feel difficulty on the original or 3D BoA Editor. We need wide spectrum of user's opinion to improve its user interface. [ Monday, February 28, 2005 08:45: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
how to develop a scenario? in Blades of Avernum | |
Warrior
Member # 5289
|
written Monday, February 28 2005 06:19
Profile
quote:We are making a new "map editor" now. Please let us know when or to what you feel pain on "map editor". We may be able to ease part of them. And beginner designers, please let us know when and to what you feel difficulty on the original or 3D BoA Editor. We need wide spectrum of user's opinion to improve its user interface. [ Monday, February 28, 2005 08:45: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
Missing Sounds Petition in Blades of Avernum Editor | |
Warrior
Member # 5289
|
written Sunday, February 27 2005 05:52
Profile
quote:I also would not recommend it. I'll write the process, but I want to let you know why it is not recommended. 0. Resource ID As Dahak said, the resource IDs from 0 to 174 are used on BoA application on both platform. And to use sounds, the resource ID should be within this range. That is, we should replace original sounds to install custom sound. For Macintosh, replacement is temporary because .cmg file can be used for replacement. But on Windows, custom sounds should be installed into the BoA application itself replacing the original sound as follows. The replacement is permanent otherwise you don't recover it. And you should distribute customized BoA application with scenario. 1. On Macintosh 1.1 For Mac scenario 1.1.1 Make Mac sound resource ('snd ') Convert sound file to 'snd ' resource using such as SoundApp SoundApp is an old freeware, most of link are lost. I found it http://www.mp3-mac.com/AppsDload/SoundApp.html It works on classic environment. For MP3 conversion, you may need QuickTime Pro is installed. Conversion is done using File > Convert... Select "System Sound" As 'snd ' resource is limitted to 16kBytes, it doesn't accept long sound file. 1.1.2 Attach 'snd ' resource to .cmg file Use ResEdit or other resource editor. 1.2 For Win scenario 1.2.1 Prepare .wav file You can also use SoundApp to convert MP3 to .wav Use "Windows WAVE" as the format. 1.2.2 insert .wav file to .exe file using resource editor No simple method on Macintosh to do this process. Use Windows machine. 2. On Windows 2.1 For Mac scenario 2.1.1 Make Mac sound resource ('snd ') 2.1.2 Attach 'snd ' resource to .cmg file There is no simple way to do this process on Windows, because of handling resource fork. Use Macintosh. 2.2 For Win scenario 2.2.1 Prepare .wav file To convert MP3 to WAV, you can find many application on internet. 2.2.2 insert .wav file to .exe file using resource editor Use resource editor such as "PE Resource Explorer" http://www.wilsonc.demon.co.uk/d7resourceexplorer.htm Open BoA application, "Blade of Avernum.exe", with resource editor. Open Sections - .rsrc - 100 folder You'll find folders numbered from 1 to 174. This is the original sound resource. The actual resource number has greater number by one than resource ID selected in the script. Open one of the sound folder you want to replace it. Select resource itself and execute "import user resource" from .wav file over it. ---- end of procedure ---- Technically, we can make a patch to support TRUE custom sound on both platform, analyzing disassembly list of the BoA application. But it is the same procedure to make an unprotect version of BoA. I can do it, but I don't want to do. [ Sunday, February 27, 2005 08:25: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
Missing Sounds Petition in Blades of Avernum | |
Warrior
Member # 5289
|
written Sunday, February 27 2005 05:52
Profile
quote:I also would not recommend it. I'll write the process, but I want to let you know why it is not recommended. 0. Resource ID As Dahak said, the resource IDs from 0 to 174 are used on BoA application on both platform. And to use sounds, the resource ID should be within this range. That is, we should replace original sounds to install custom sound. For Macintosh, replacement is temporary because .cmg file can be used for replacement. But on Windows, custom sounds should be installed into the BoA application itself replacing the original sound as follows. The replacement is permanent otherwise you don't recover it. And you should distribute customized BoA application with scenario. 1. On Macintosh 1.1 For Mac scenario 1.1.1 Make Mac sound resource ('snd ') Convert sound file to 'snd ' resource using such as SoundApp SoundApp is an old freeware, most of link are lost. I found it http://www.mp3-mac.com/AppsDload/SoundApp.html It works on classic environment. For MP3 conversion, you may need QuickTime Pro is installed. Conversion is done using File > Convert... Select "System Sound" As 'snd ' resource is limitted to 16kBytes, it doesn't accept long sound file. 1.1.2 Attach 'snd ' resource to .cmg file Use ResEdit or other resource editor. 1.2 For Win scenario 1.2.1 Prepare .wav file You can also use SoundApp to convert MP3 to .wav Use "Windows WAVE" as the format. 1.2.2 insert .wav file to .exe file using resource editor No simple method on Macintosh to do this process. Use Windows machine. 2. On Windows 2.1 For Mac scenario 2.1.1 Make Mac sound resource ('snd ') 2.1.2 Attach 'snd ' resource to .cmg file There is no simple way to do this process on Windows, because of handling resource fork. Use Macintosh. 2.2 For Win scenario 2.2.1 Prepare .wav file To convert MP3 to WAV, you can find many application on internet. 2.2.2 insert .wav file to .exe file using resource editor Use resource editor such as "PE Resource Explorer" http://www.wilsonc.demon.co.uk/d7resourceexplorer.htm Open BoA application, "Blade of Avernum.exe", with resource editor. Open Sections - .rsrc - 100 folder You'll find folders numbered from 1 to 174. This is the original sound resource. The actual resource number has greater number by one than resource ID selected in the script. Open one of the sound folder you want to replace it. Select resource itself and execute "import user resource" from .wav file over it. ---- end of procedure ---- Technically, we can make a patch to support TRUE custom sound on both platform, analyzing disassembly list of the BoA application. But it is the same procedure to make an unprotect version of BoA. I can do it, but I don't want to do. [ Sunday, February 27, 2005 08:25: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
Missing Sounds Petition in Blades of Avernum Editor | |
Warrior
Member # 5289
|
written Saturday, February 26 2005 15:37
Profile
I'm in too. As for CUSTOM sounds, they should be directly written to .exe file as resources on the current version on Windows. Assuming the code for sound resource on the editor was ripped from BoA application itself, it uses LoadResource(). This API can only retrieve resources in the .exe file. ( load_sounds() in sound.c(pp) ) Custom sound is implemented by almost the same method as custom graphics. To realize custom sound file like graphics, external sound files should be searched when a sound resource isn't found on .exe as he coded on load_pict() in Graphutl.c. That is, already the logic is established on graphics. Or use PlaySound() after checking existence of the custom sound file. So, it isn't hard to implement it to Windows. [EDIT] On Mac, it is far easy, only expand the allowed resource ID range for the custom sound. Anyway, currently known method is 'hacking', not the actual custom sounds, because it replaces built-in sounds. [ Saturday, February 26, 2005 16:21: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
Missing Sounds Petition in Blades of Avernum | |
Warrior
Member # 5289
|
written Saturday, February 26 2005 15:37
Profile
I'm in too. As for CUSTOM sounds, they should be directly written to .exe file as resources on the current version on Windows. Assuming the code for sound resource on the editor was ripped from BoA application itself, it uses LoadResource(). This API can only retrieve resources in the .exe file. ( load_sounds() in sound.c(pp) ) Custom sound is implemented by almost the same method as custom graphics. To realize custom sound file like graphics, external sound files should be searched when a sound resource isn't found on .exe as he coded on load_pict() in Graphutl.c. That is, already the logic is established on graphics. Or use PlaySound() after checking existence of the custom sound file. So, it isn't hard to implement it to Windows. [EDIT] On Mac, it is far easy, only expand the allowed resource ID range for the custom sound. Anyway, currently known method is 'hacking', not the actual custom sounds, because it replaces built-in sounds. [ Saturday, February 26, 2005 16:21: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
Canopy v1.0.3 in Blades of Avernum | |
Warrior
Member # 5289
|
written Saturday, February 26 2005 10:35
Profile
quote:Sorry, this tips was for scenario designers. I should post it in another thread. -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
Canopy v1.0.3 in Blades of Avernum | |
Warrior
Member # 5289
|
written Saturday, February 26 2005 10:09
Profile
It worked fine on my side, both for Mac and Win. So, it may be download problem. [Folder Icon for Windows] It seems to be in fashion to add folder icon. But Mac folder icon aren't displayed on Win without some conversion. 1. Convert the invisible Icon resource file in the Mac folder to 'icns' datafork resource file on Mac. 2. Convert 'icns' file to Windows .ico file with GraphicConverter X on Mac. Or 2'. Convert 'icns' file to Win icon with Windows utility, such as Axialis IconWorkshop (trial version is sufficient for this purpose) 3. Move converted icon file (.ico) to the scenario folder 4. Make "Desktop.ini" file in the scenario folder with a text editor. Its content is as follows [.ShellClassInfo] IconFile=%ProgramFiles%\Blades of Avernum\Blades of Avernum Scenarios\Canopy Windows\Folder.ico IconIndex=0 rsrc2icns Icon resource file -> 'icns' datafork resource file converter It is updated to v1.1. Now it can directly accept folder that has folder icon. [Edit] Editor (original and 3D) gives the error message: 'this file is not a legitimate Avernum scenario', when the first 4 byte of the ".bas" file is not correct. The .bas file seems to be corrupted. [ Saturday, February 26, 2005 16:29: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 5289
|
written Thursday, February 24 2005 18:49
Profile
I see. Anyway, we don't use the code generated by wxGlade as it is. I think it is a "customizable example maker". After we know how to code, editing code on the text editor is easier than setting parameters on wxGlade GUI. For example, we can add menu items faster on a text editor. [ Thursday, February 24, 2005 18:51: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 5289
|
written Thursday, February 24 2005 18:49
Profile
I see. Anyway, we don't use the code generated by wxGlade as it is. I think it is a "customizable example maker". After we know how to code, editing code on the text editor is easier than setting parameters on wxGlade GUI. For example, we can add menu items faster on a text editor. [ Thursday, February 24, 2005 18:51: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 5289
|
written Thursday, February 24 2005 18:29
Profile
quote:Doesn't wxGlade generate code on both setting file? wxTest000.wxg generates code properly on my side. [ Thursday, February 24, 2005 18:31: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 5289
|
written Thursday, February 24 2005 18:29
Profile
quote:Doesn't wxGlade generate code on both setting file? wxTest000.wxg generates code properly on my side. [ Thursday, February 24, 2005 18:31: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 5289
|
written Thursday, February 24 2005 18:04
Profile
Sent wxGlade setting file, wxTest000.wxg, to CVS Change "Output path" on "Properties - <app>" and try it. -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 5289
|
written Thursday, February 24 2005 18:04
Profile
Sent wxGlade setting file, wxTest000.wxg, to CVS Change "Output path" on "Properties - <app>" and try it. -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 5289
|
written Thursday, February 24 2005 06:18
Profile
KernelKnowledge12, quote:It's OK. We always make applications from the middle, neither top down nor bottom up. There are many criteria to modularize the application. In this case, our purpose of modularization is, - Split down current 3D editor code and insert them into wxWidget framework. - Isolate modules each other to remake them individually. I think we will need to reconsider the classification of modules once more in the course of development. And it will be a form as you suggested. But now, we need some work bench to test and makeup our objects. Let's practice. 1. Using wxGlade, make an application with a wxFrame 2. Add menubar to wxFrame (Widget tab - "Has MenuBar" on wxFrame dialog). 3. Add next four menu item to "File" menu: "Load", "Town", "Outdoor", "Exit" 4. Add a panel to sizer slot 5. Generate C++ code 6. Isolate the basic data objects from global.h and Library.cpp and add them 7. Isolate void load_campaign() (Bl A Fileio.cpp) and bind it to "Load" menu. Use fixed file path to avoid file load dialog. I'll isolate 2D/3D graphic system and connect them to the panel view. Tool palette Next is the tool palette function of current 3D editor. From Bl A Editor.cpp short overall_mode; // 0 - 9 - different errain painting modes // 10 - 29 - editing rectangle modes: (0,0) T/O 0 "", "" neutral state, editing terrain/spaces with pencil (1,0) T/O 1 "Paintbrush (large)", "" (2,0) T/O 2 "Paintbrush (small)", "" (3,0) T/O 3 "Spraycan (large)", "" (4,0) T/O 4 "Spraycan (small)", "" (5,0) T/O 20 "Set Height", "Select rectangle to set" (6,0) T/O 11 "Fill rectangle (hollow)", "Select upper left corner" (7,0) T/O 10 "Fill rectangle (solid)", "Select upper left corner" (0,1) T/O large/small 3D Realistic mode toggle (1,1) T/O floor - terrain - height toggle (2,1) T/O Automatic hill toggle (3,1) T/O 59 "Edit sign", "Select sign to edit" (4,1) T/O 21 "Create room rectangle", "Select upper left corner" (5,1) T/O 60 "Place 1st spawn point", "" (6,1) O 22 "Create town entrance", "Select upper left corner" (7,1) O 69 "Edit town entrance", "" (0,2) T/O 19 "Place bounding walls", "" (1,2) T/O 18 "Swap walls 1 <--> 2", "Select rectangle to set" (2,2) T/O Change terrain randomly (3,2) T 70 "Place Terrain Script", "Only in towns." (4,2) T/O 2D/3D toggle (5,2) T/O 16 "Create Special Encouter", "Select rectangle for encounter" (6,2) T/O 49 "Erase Special Encouter", "" (7,2) T/O 50 "Edit Special Encouter", "" (0,3) T 40 "Select/edit placed object", "Select object to edit" (1,3) T 41 "Delete an object", "Select object" (2,3) T 57 "Place a Waypoint", "" Nav point (3,3) T 58 "Delete Waypoint", "" Nav point (4,3) T 30 "Place north entrance", "Select entrance location" (5,3) T 31 "Place west entrance", "Select entrance location" (6,3) T 32 "Place south entrance", "Select entrance location" (7,3) T 33 "Place east entrance", "Select entrance location" (0,4) T 61 "Make Spot Blocked", "Select location" (1,4) T 62 "Place web", "Select location" (2,4) T 63 "Place crate", "Select location" (3,4) T 64 "Place barrel", "Select location" (4,4) T 65 "Place fire barrier", "Select location" (5,4) T 66 "Place force barrier", "Select location" (6,4) (7,4) T 67 "Clear space", "Select space to clear" (0,5) T 68-0 "Place small blood stain", "Select stain location" (1,5) T 68-1 "Place ave. blood stain", "Select stain location" (2,5) T 68-2 "Place large blood stain", "Select stain location" (3,5) T 68-3 "Place small slime pool", "Select slime location" (4,5) T 68-4 "Place large slime pool", "Select slime location" (5,5) T 68-5 "Place dried blood", "Select dried blood location" (6,5) T 68-6 "Place bones", "Select bones location" (7,5) T 68-7 "Place rocks", "Select rocks location" [ Friday, February 25, 2005 09:21: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 5289
|
written Thursday, February 24 2005 06:18
Profile
KernelKnowledge12, quote:It's OK. We always make applications from the middle, neither top down nor bottom up. There are many criteria to modularize the application. In this case, our purpose of modularization is, - Split down current 3D editor code and insert them into wxWidget framework. - Isolate modules each other to remake them individually. I think we will need to reconsider the classification of modules once more in the course of development. And it will be a form as you suggested. But now, we need some work bench to test and makeup our objects. Let's practice. 1. Using wxGlade, make an application with a wxFrame 2. Add menubar to wxFrame (Widget tab - "Has MenuBar" on wxFrame dialog). 3. Add next four menu item to "File" menu: "Load", "Town", "Outdoor", "Exit" 4. Add a panel to sizer slot 5. Generate C++ code 6. Isolate the basic data objects from global.h and Library.cpp and add them 7. Isolate void load_campaign() (Bl A Fileio.cpp) and bind it to "Load" menu. Use fixed file path to avoid file load dialog. I'll isolate 2D/3D graphic system and connect them to the panel view. Tool palette Next is the tool palette function of current 3D editor. From Bl A Editor.cpp short overall_mode; // 0 - 9 - different errain painting modes // 10 - 29 - editing rectangle modes: (0,0) T/O 0 "", "" neutral state, editing terrain/spaces with pencil (1,0) T/O 1 "Paintbrush (large)", "" (2,0) T/O 2 "Paintbrush (small)", "" (3,0) T/O 3 "Spraycan (large)", "" (4,0) T/O 4 "Spraycan (small)", "" (5,0) T/O 20 "Set Height", "Select rectangle to set" (6,0) T/O 11 "Fill rectangle (hollow)", "Select upper left corner" (7,0) T/O 10 "Fill rectangle (solid)", "Select upper left corner" (0,1) T/O large/small 3D Realistic mode toggle (1,1) T/O floor - terrain - height toggle (2,1) T/O Automatic hill toggle (3,1) T/O 59 "Edit sign", "Select sign to edit" (4,1) T/O 21 "Create room rectangle", "Select upper left corner" (5,1) T/O 60 "Place 1st spawn point", "" (6,1) O 22 "Create town entrance", "Select upper left corner" (7,1) O 69 "Edit town entrance", "" (0,2) T/O 19 "Place bounding walls", "" (1,2) T/O 18 "Swap walls 1 <--> 2", "Select rectangle to set" (2,2) T/O Change terrain randomly (3,2) T 70 "Place Terrain Script", "Only in towns." (4,2) T/O 2D/3D toggle (5,2) T/O 16 "Create Special Encouter", "Select rectangle for encounter" (6,2) T/O 49 "Erase Special Encouter", "" (7,2) T/O 50 "Edit Special Encouter", "" (0,3) T 40 "Select/edit placed object", "Select object to edit" (1,3) T 41 "Delete an object", "Select object" (2,3) T 57 "Place a Waypoint", "" Nav point (3,3) T 58 "Delete Waypoint", "" Nav point (4,3) T 30 "Place north entrance", "Select entrance location" (5,3) T 31 "Place west entrance", "Select entrance location" (6,3) T 32 "Place south entrance", "Select entrance location" (7,3) T 33 "Place east entrance", "Select entrance location" (0,4) T 61 "Make Spot Blocked", "Select location" (1,4) T 62 "Place web", "Select location" (2,4) T 63 "Place crate", "Select location" (3,4) T 64 "Place barrel", "Select location" (4,4) T 65 "Place fire barrier", "Select location" (5,4) T 66 "Place force barrier", "Select location" (6,4) (7,4) T 67 "Clear space", "Select space to clear" (0,5) T 68-0 "Place small blood stain", "Select stain location" (1,5) T 68-1 "Place ave. blood stain", "Select stain location" (2,5) T 68-2 "Place large blood stain", "Select stain location" (3,5) T 68-3 "Place small slime pool", "Select slime location" (4,5) T 68-4 "Place large slime pool", "Select slime location" (5,5) T 68-5 "Place dried blood", "Select dried blood location" (6,5) T 68-6 "Place bones", "Select bones location" (7,5) T 68-7 "Place rocks", "Select rocks location" [ Friday, February 25, 2005 09:21: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 5289
|
written Tuesday, February 22 2005 13:09
Profile
Don't mind. We'll make more user-friednly interface, as you can realize it at a glance. ;) -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 5289
|
written Tuesday, February 22 2005 13:09
Profile
Don't mind. We'll make more user-friednly interface, as you can realize it at a glance. ;) -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 5289
|
written Monday, February 21 2005 11:00
Profile
Another palette design. I showed Mac version, Windows version will have also almost the same appearance. Palette design plan 2 Four independent palettes for Floor, Terrain, Item and Creature. And another "My Palette", customizable palette. The appearance of Four independent palettes is as follows. This example shows "Item" palette, other palettes are similar to this palette. Only icon size is different. "My Palette" is customizable one. It can contain different type icons in one panel. To add an icon, drag the icon from each independent palette to this panel. The explanation of palette function. Also you can import/export "My Collection", a setting of one panel, as a file to exchange it with other users. [Edit] Added "My Collection" feature. [ Tuesday, March 01, 2005 02:21: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 5289
|
written Monday, February 21 2005 11:00
Profile
Another palette design. I showed Mac version, Windows version will have also almost the same appearance. Palette design plan 2 Four independent palettes for Floor, Terrain, Item and Creature. And another "My Palette", customizable palette. The appearance of Four independent palettes is as follows. This example shows "Item" palette, other palettes are similar to this palette. Only icon size is different. "My Palette" is customizable one. It can contain different type icons in one panel. To add an icon, drag the icon from each independent palette to this panel. The explanation of palette function. Also you can import/export "My Collection", a setting of one panel, as a file to exchange it with other users. [Edit] Added "My Collection" feature. [ Tuesday, March 01, 2005 02:21: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Warrior
Member # 5289
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written Sunday, February 20 2005 23:54
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quote:We should absolutely port the current code to wxWidgets, so I proposed to modularize the current code. But as for the user interface design, it isn't necessary to port the code right now. What we are doing now is a test to examine how easily user can realize the function we'll implement, from a picture of user interface. I used "Interface Builder" on Xcode to draw the first plan, but it doesn't mean we use it for the actual code. I used "Interface Builder" as a picture drawing application. If I drew it on Windows, I would use Visual BASIC as a picture drawer. I took care to use as many parts that wxWidgets has similar one as I can. Only exception is the icon display, Mac uses PICT and Win uses BMP. quote:OK, I'll try. [ Monday, February 21, 2005 00:19: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |
BoA Editor Remake in Blades of Avernum | |
Warrior
Member # 5289
|
written Sunday, February 20 2005 23:54
Profile
quote:We should absolutely port the current code to wxWidgets, so I proposed to modularize the current code. But as for the user interface design, it isn't necessary to port the code right now. What we are doing now is a test to examine how easily user can realize the function we'll implement, from a picture of user interface. I used "Interface Builder" on Xcode to draw the first plan, but it doesn't mean we use it for the actual code. I used "Interface Builder" as a picture drawing application. If I drew it on Windows, I would use Visual BASIC as a picture drawer. I took care to use as many parts that wxWidgets has similar one as I can. Only exception is the icon display, Mac uses PICT and Win uses BMP. quote:OK, I'll try. [ Monday, February 21, 2005 00:19: Message edited by: Notus ] -------------------- Project: BoA Editor Remake on SourceForge.net supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor. Posts: 107 | Registered: Tuesday, December 14 2004 08:00 |