Alright =).
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Printable View
Alright =).
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Ok, fixed up the input system. I have separated the Console and the log form each other. Before, every key typed went into the Log. When you hit enter, I simply grabbed the last line of the console, and removed the prompt... sent it to the console parser... then wrote the next prompt to the log. Thus, I couldnt write out log messages, because... well, it would overwrite stuff. Now, all input goes to the active window, which contains an input buffer. When you hit enter, it grabs the buffer, adds it to the log, clears the current buffer, and sends the data to the console parser. MUCH better =).
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Yay :D
Yep =).
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Ok, Fixed camera, or free rotate? Fixed lets me take advantage of some terrain culling tricks, so I am leaning towards that (and when you really get down to it, it isnt such a bad thing =). If fixed, fixed on what axis, x, or z(current is z)?
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Wouldn't it be Y (you cant rotate left/right)?
And yes, fixed camera :)
No, fixed on an axis. So it only looks in the x or z direction.
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okay. i decided to say ***** that to the block system for the heightmap that i had before and have changed to a new system.
the block system shall only be used for the actual tile placing.
Cool, Psy =).
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heres the current version.
Save and Load is taken out for the moment.
its capable of saving/loading to and from a bitmap at the moment and can have maps of 20,000 by 20,000 (pixels)
for making the thing, im just outputting the bytes in a big long line yea ?
so a 1,024 by 1,024 map would have 1024x1024 = 1048576 bytes ??
Would help if i included it =)
That is exactly right, Psy =). I am working on terrain tile culling.
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Need brush sizes =). Also, start with a black bitmap, not a white one =).
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You can now draw Circles, Squares or Rounded Squares and Rectangles.
If u change the slider!!! u can change brush size
I created a 1x1 map and the data in the saved file was:
255 255 255 255
hmmmmmm thats saving one byte which is weird.
I conver the long value of the pixel to the rgb then save the red and it gives me that for some odd reason.
Black background = Done.
Ah, thats what the slider was for =).
Psy, you need to put the red value into a byte variable before writing it out:
Z.Code:Dim r As Byte
r = color And &hff
I was as far as i know, i shall double check and test it :(
Zaei, the saving routine is being a complete pain in the arse so i have left it for you to do once i have the gui etc finished.
Alright, that is cool =).
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hows this ?
Psy, how about, instead of selecting the height value you want, when you press the left mouse button, the pixels get thier values increased, and when you press the right, the values get decreased? This is what I did in the code I posted before.
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can add another tool for doing that as well ;)
I changed the GUI a bit, got an icon icon on the main form and one on the sub forms.
It now asks to save unsaved things when u close em or exit the app.
Nice going, Psy =).
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As requested =) I have added in an increase/decrease thing. With this tool the scroll on the left on the palette form will do the size (as per normal) and the one on the right will do the amount it increases it by.
At the moment it only uses the circle (aka normal) brush. im going to change the style so it will be so you can:
1) Select a brush shape
2) Select the size
3) Select the style (Single Color or Color Increment)
Somethign like that. ah well. check out all of the parts to it and let me know whatcha think.
Im gonna write a HTML help document to add to the contents button although About is finished on the help menu now =)
Just curious what you folks will think of the game
im creating.
=)
check it out!
http://www.vbforums.com/showthread.p...hreadid=199296
New tool box style.
Let me know if you like:
1) This one the.
2) The old one.
3) The tools on one box and the brush parameters on another.
I think this or the third option.
Whoops, i keep forgetting to add it lol.
Evan, looks quite kewl. are you on your own on that project ?
yep. im going to be doing everything alone.Quote:
Originally posted by PsyVision
Whoops, i keep forgetting to add it lol.
Evan, looks quite kewl. are you on your own on that project ?
Psy, holding the mouse button on increase/decrease shouldnt increase the drawing color, it should increase the affected pixels
Otherwise, the interface is nice =).
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Nifty... got the tile culling going =). Works like a charm =).
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Zaei, it does what you want.
When u select the increase/decrease tool it enables the scroller on the right. use that to select by how much it increases. the one on the left does the tool size.
if that is set to one then it will do the current pixel under the cursor. if you set it to bigger then it uses the oe the cursor is under but also changes the surrounding ones.
its best to have tool size 1 and update of something like 10 ;)
i may change the tool layout a bit but its effectively done.
Doesnt enable the scroll bar =(.
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Just got a 1024x1024 meter map rendering. It is FAR too big (I only got to about 200 meters across before I stopped =). The real thing here is, that, though I had this huge map, the frame rate hits a minimum of 12 fps, when there are 4 tiles onscreen at once. Max is something like 56, and that is saying something.
The real reason that 1024 is too big is because you will run out of memory... Windows had to increase my page file size about halfway though the map loading...
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heh, yea i was half way through changing around the design.
the code isnt working perfectly at the mo. on some colors it blocks it from going high and some it blocks em going low :confused: im gonna take a look into it.
the current get around is to select wither normal mode or increase and then select the rectangle brush. change the slider. then goto cricle and set the brush size to one.
Added a function that GreyScales an Image (tools menu)
;)
New tool menu and replace dialog etc on way
Looks all good.
Sorry I haven't posted, I've been off on a little trip the past 3 days. But to quote the Protoss guy from Starcraft:
"I have returned."
:) You're doing a good job Psy, but I couldn't use the maped on my computer... too little memory and that.
WB, Sas, knew you were away =). By the way, noticed this...
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Cool :)
Well, I was completly destroyed by a cold these past 3 days, so nothing really has gotten done. I am working on the property map for the units and such, at the moment. As I have said, map culling is done, now just need to fix up the terrain rendering itself.
Ive had another strange yet fun idea running through my head for a while... Im sure you have all turned on one of the modern game console with no game in recently. Why not make the mod launcher program the same? If no mod is specified on the command line, a nifty thing pops up, that allows you to select a mod, as well as configure options. This could all be rendered with D3D, and then the Device could be reset when the game is launched, and passed into the mod. I think that would take a bit of the tedium off of the mod developers as well, as well as add a nice professional polish to the interface =).
Let me know =).
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Okies, here is a nifty one for you guys =). I just figured out how to overload an ostream =). So now output to the console will look like this:
=).Code:Console << "Hello!" << endl;
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