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Postby Karl G. » Thu Dec 27, 2007 10:42 am

Since 7:30 this morning I've been up working nonstop on Volucris. Three hours later, I'm halfway through implementing the map preview functionality. There's still a lot to get done (when isn't this the case?) but it's coming along well. I'll post screenshots ASAP!
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Postby thadiusofx3 » Thu Dec 27, 2007 1:21 pm

Sounds awesome, keep up the good work!
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Postby ziggman » Thu Dec 27, 2007 3:49 pm

yay Go Karl, id bring ya some energy drinks if i could :P
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Postby Karl G. » Thu Dec 27, 2007 4:11 pm

haha that would be much appreciated, I've had like 6 cups of green tea today and I'm kinda getting tired of it :P

So here's the latest: I'm finished setting up the preview dialog so that it can load all of the scenery & terrain elements. I'm getting a few more housekeeping type tasks done to get Direct3D to behave itself while I'm loading up the objects, then I'll be setting in on getting the world to display! Not long now until I have something to show (I hope!)
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Postby Karl G. » Thu Dec 27, 2007 11:12 pm

It's now 11:15PM and the editor has taken shape. More tomorrow. I know it's not much (yet)

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Postby Karl G. » Fri Dec 28, 2007 10:56 am

IT WORKS!!! WOOHOOO!!!

Zigg, I made the layers and loaded up your map into the editor--works perfectly! :D Hooray!

That was just a test-run though so I didn't use the right models, etc...so now I'm going to go and add all of the right media to the editor so I can make some nifty lookin screenshots.
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Postby ziggman » Fri Dec 28, 2007 12:21 pm

Great!! :D i cant wait to see!
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Postby Karl G. » Fri Dec 28, 2007 12:56 pm

So here's something I threw together just to see how easy it would be to make. Please ignore the stupid lines and the fact that the map doesn't fill the whole screen--this won't happen when you compile the map, but in the preview mode they show up like crazy. Grr. Oh and I know that the grass is all the same. Work in progress :)

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I'm going to make and test maps this weekend to get the creation process as streamlined as I can before releasing this thing to you guys! A couple of the functions are...well, lets say, only the programmer can interpret what they mean.

Edit: man that waterfall looks a lot cooler when its moving...oh well :(
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Postby ziggman » Fri Dec 28, 2007 6:12 pm

cant we worry about the grass randomizer thing later? i mean xen has very patterned grass for the longest time, i didnt really notice when ej changed it. could be just me tho that didnt notice right away.
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Postby speed3b » Sat Dec 29, 2007 12:00 am

Looks great! Wish i was creative enough to come up with a dungeon or something...
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Postby Karl G. » Sat Dec 29, 2007 9:04 am

ziggman, the grass randomizer is already implemented :) I just didn't bother to add random grass to this little map I made.

Onward, to code!
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