Popular Post Captain Cody Posted July 21, 2018 Author Popular Post Share Posted July 21, 2018 Dev Show Case #1, still heavily WIP and lots to do but progress. 4 Link to comment
Captain Cody Posted July 24, 2018 Author Share Posted July 24, 2018 https://streamable.com/qiqh7 Link to comment
NekoSteamBoy Posted July 29, 2018 Share Posted July 29, 2018 Very Nice do you have a idea when the first version will get public? Im curious about the Terrain editing! Could this mean i could make a complete map myself and make it just like i want with custom models etc? that would be awesome for my project! Link to comment
Captain Cody Posted July 29, 2018 Author Share Posted July 29, 2018 (edited) No set release date because there's just so much to do of varying difficulties, however to answer the last question custom models will be 100% supported out of the box to load custom models you can either drop them in the model / txd / col folder in the map editor then define their properties in the JSD file. Or make a new resource with the COLs / TXDs / DFFs define them in a JSD file and use my supplied loader. (Lua based properties for custom elements will be supported instead of the JSDs if you define them properly in a table then send the table to the map editor using the supplied definition export) Edited July 29, 2018 by CodyJ(L) Link to comment
Captain Cody Posted July 31, 2018 Author Share Posted July 31, 2018 https://streamable.com/p1n72 Radial Menu. Link to comment
Captain Cody Posted October 16, 2018 Author Share Posted October 16, 2018 (edited) EDF settings (And map settings altogether) EDF elements (Spawn, Way Point , Pickup, Team-spawn, Flag, Weapon, Brief Case, Target, Mercenary spawn, Spy spawn. (Old EDF picture system is no longer compatible and instead I opted to just redo the icons in HD and custom ones can be done through the EDF 2 / plugin system) Object labels Vehicle customiation Element customization (Alpha and crap) (Customization is still heavily WIP so expect a lot more settings for vehicles and crap at launch.) It's been a while, but here are some pictures from recent progress. Edited October 16, 2018 by CodyJ(L) Link to comment
Moderators turret001 Posted October 16, 2018 Moderators Share Posted October 16, 2018 (edited) sweet! still looking forward to get this. Edited October 16, 2018 by turret001 Link to comment
Popular Post Captain Cody Posted October 16, 2018 Author Popular Post Share Posted October 16, 2018 (edited) Work is going kind of slow at the moment due to lack of time; however the editor is still being actively worked on and I hope to have open alpha out on the 21st. (Open alpha marks it being a complete replacement for the old editor (Meaning it'll have all of the functionality) then future updates will massively expand on the concept, currently I'm working on ensuring everything that can be done in the old editor can be done here aswell as adding in a lot of extra tools that'll help map makers massively.) Edited October 17, 2018 by CodyJ(L) 4 Link to comment
Tails Posted October 17, 2018 Share Posted October 17, 2018 Looking really good so far. Is there going to be custom binds? Link to comment
Captain Cody Posted October 17, 2018 Author Share Posted October 17, 2018 Yes, everything will be bindable / rebindable through the settings menu. 1 Link to comment
Popular Post Captain Cody Posted October 20, 2018 Author Popular Post Share Posted October 20, 2018 (edited) Open Alpha releaseGithub Link RequiresJStreamer (OBJs) Instructions for usage are as follows - Download JStreamer, place the folder 'Objs' into your resources dictionary Download Editor2, place the folder 'Editor2' into your resources dictonary Start Objs Start Editor2 All problems can be reported here Currently it lacks some pretty important features so stuff like 'Race' and stuff cannot be 100% configured until I finish the EDF system which'll take a while. December 1st is deadline for beta which I will for sure meet; release candidate testing will begin December 10th and release (Stable, and 100% functional) will go live on new years. That is not to say this cannot be used as a replacement for the current editor at the moment. As soon as the EDF system is finished it'll be virtually a full replacement for it. Features that'll be completed within the next couple of days - Make it so you can add / remove world elements Object preview system (Top left icon) Fix it so objects can be set frozen / non - collidable (Broken at the moment) Prefabs (Will pretty much be .maps honestly) Fast warp panel (Dunno where I'll add this but it'll be there) Recently Used Commonly Used Favorites Undo Redo EDF customization EDF saving (Not setup atm) Weapon placement Ped placement Saving / loading revamp Make it so the editor completely ignores the 3 rotation rings when selecting elements Elements on map list (With 'Warp to', 'Delete',' Select all of', 'Mark on map', and visibility changer) Enabling / Disabling of radar Make bottom right display a list of selected elements (And what element type they are, their IDs and names) Optimize icons Control list editor Edited October 20, 2018 by CodyJ(L) 4 Link to comment
Jmaniacs Posted November 5, 2018 Share Posted November 5, 2018 Nice editor, a bit hard, but so functionally, if you use it a bit of time you can be good on it, congratulations! Link to comment
Captain Cody Posted November 5, 2018 Author Share Posted November 5, 2018 (edited) The editor was designed to be as user friendly as I could possibly make it. What makes it 'hard' is how different it is from the old editor; I can almost guarantee as soon as you get used to the new layout / controls your mapping will be better and more efficient then ever before. I'll be doing a full tutorial on my forums (And a video based one) as soon as Beta is out which'll make it a lot more clear how to use the editor which should help a lot on the user-friendliness side. (Beta will be out on the 20th most likely; I'll be pushing a major update next Sunday that'll add some important stuff such as functional EDF placements, peds, weapons, pickups, world object removal (And as a plus you'll be able to select world objects and 'Move' them. (Pretty much it'll remove the old world object and create one through the item creation system in the same exact spot and rotation with the right LOD settings), and if I get to it; undo and redo. Edited November 5, 2018 by CodyJ(L) 1 Link to comment
THEGizmo Posted November 7, 2018 Share Posted November 7, 2018 (edited) @CodyJ(L) It would be possible to add a texture editor for custom models, something similar to that in this movie would be great https://www.youtube.com/watch?v=ZekXyTJlzdA Edited November 7, 2018 by THEGizmo Link to comment
Captain Cody Posted November 7, 2018 Author Share Posted November 7, 2018 It's been on the todo list since I started working on the editor. Yes but it'll be a bit. Link to comment
Tails Posted November 7, 2018 Share Posted November 7, 2018 @CodyJ(L) I tested the editor out yesterday and I know it's just alpha but I had a hard time understanding the UI and the controls. First thing I noticed when I opened up the editor was the UI. The UI is really small on 1080p and the menu's are also way too small. Second, it took me a while to figure out how to toggle the mouse and camera mode, almost up to the point where it irritated me. I expected it to be in camera mode right off the bat. Neither mouse or camera mode were toggled. When I was finally in camera mode, I could barely move my camera around because it's set to really slow by default. Also the camera overall behaved a bit strange imo. Finally, I decided I would place some objects, so I looked for the object list. Again, the UI is small and the lists are really tiny so it's hard to navigate in. I tried selecting and double clicking the items in the list but nothing would happen. At this point I had no idea what to do.I tried for a few more minutes but I just couldn't figure out how to place objects. When the beta gets released I will give it another try. Hopefully things will be better then. Good luck! Link to comment
Captain Cody Posted November 7, 2018 Author Share Posted November 7, 2018 The reason neither camera / cursor is toggled by default is because I'm trying to move the editor away from being a central application that can have nothing else running and more twords something that you can boot up at any time and edit your map(s), however; the control list should be toggled by default (If it's not I'll fix that in next update) As for UI scaling I did testing on small screens, medium screens and large screens and it was all just fine there; can you post your screen width / height and a screen shot of what it looks like? As for camera speed, do you mean cursor movement or actual movement? (So I know which setting to increase by default) As for placing objects, you need to run JStreamer (Linked on my github) for now because I was using it as an object management system (And for custom objects) however I'll be moving away from that and making it optional / only necessary for custom element mapping. Lastly regarding the 'Confusing' menus / controls it honestly sort of confuses me how people have problems with them, I tried my best to make them user friendly and even tried to base the general layout and such off editors from other popular games. Controls should be straight forward because there's a control list to the left; and all of the menu items are represented by icons and text (Some do not have text atm however next update will add a 'information' box for highlighted UI elements) I know it's a lot different then the old editor but it'll allow much more organization as more features are added in the future. I'll be doing a full video tutorial that'll hopefully clear certain things up soon. Link to comment
Tails Posted November 8, 2018 Share Posted November 8, 2018 (edited) I found both movement and camera speed to be really slow, especially the camera. It takes 3-4 seconds for me to rotate the camera 360 degrees, unless I crank up the dpi on my mouse, which I rarely do. There should be an option to change the camera speed. Here's what the UI looks like: https://imgur.com/a/hcKVmV0 Edited November 8, 2018 by Tails Link to comment
Captain Cody Posted November 8, 2018 Author Share Posted November 8, 2018 Movement speed can be adjusted (Left menu contains a speed setting), rotation speed I'll adjust / add a setting to adjust. As for scale, what is the width and height of your screen? Link to comment
Captain Cody Posted November 11, 2018 Author Share Posted November 11, 2018 Currently rewriting the core of the editor (Pretty much 90% of the editor including the UI system) because of a lot of redundant systems slowing development down. When I started working on the editor I was not really thinking of how far I would expand the editor however it's being expanded into something bigger then what I could have even imagined originally so now with a proper plan in place I'm rewriting the core and UI functions which will making updating quicker, improve the UI and make performance better. That means a new scaling system so it'll fix the problem @Tails is having with the UI, and I'll also be adding a settings menu so you can manually rescale the UI, adjust the speed multiplier for the camera, and cursor acceleration. 2 Link to comment
Gordon_G Posted November 11, 2018 Share Posted November 11, 2018 You've had exactly the same problem that I had, I originally scripted my editor pretty badly and I recently had to rewrite it properly (and that's a really long process) Good luck Link to comment
Captain Cody Posted November 11, 2018 Author Share Posted November 11, 2018 The rescript actually will not that that long because I have all of the research for the functions down already. Link to comment
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