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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Sun Feb 04, 2007 2:32 am Post subject: |
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Huge, obtrusive, redundant screenshot!

Last edited by FrikaC on Fri Feb 09, 2007 7:29 am; edited 1 time in total |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Sun Feb 04, 2007 7:38 pm Post subject: |
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We already went through this, it's too involved to bother for something so meaningless. |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Thu Feb 08, 2007 7:07 am Post subject: |
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I'm starting to doubt if I should continue QuAdEd at all, it's really shoddily put together (I've been thinking about how much easier some of it would've been had I used C++, it's actually kinda object oriented already, in a weird sort of way, but it would really benefit from some added uniformity) _________________
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Thu Feb 08, 2007 10:54 pm Post subject: |
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FrikaC wrote: | I'm starting to doubt if I should continue QuAdEd at all, it's really shoddily put together (I've been thinking about how much easier some of it would've been had I used C++, it's actually kinda object oriented already, in a weird sort of way, but it would really benefit from some added uniformity) |
I wish I had more time and knowledge to help you on this. A model editor for Quake is a much needed tool.  _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Tue Feb 27, 2007 7:39 pm Post subject: |
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It's ironic, the model editor is the part I have the most ideas for, but it's also the part I find myself working on the least. Mostly because I don't know enough 3D stuff to make it work quite the way I want - that and some difficulty with skins.
Right now the model editor loads the skins in almost raw. It's supposed to then up convert them to 24bit for texturing the models in OpenGL, but that required the program to know about the palette. I just got through implementing palette loading like last week. So that's now possible, but I'm starting to wonder if I should switch to Direct3D rather than OpenGL - it would be an almost entire recode of that part of the program.
Also wondering about plugin support. I bent over backward for farc plugin support, and it was a completely ignored aspect. That was likely due to the inadequacies of farc, however - it was bug laden and horribly unfinished.
Fimg has plugin support, I believe. There was a lot of code in there for it, I'm not certain if I went ahead and did the final steps to make it work, however, but it's interesting to note that no one even asked about plugins.
The amount of code to allow plugins in Quaded would be enourmous, just based on the sheer number of things it can do and would have to expose. However, with key things exposed to the plugin API, some pretty fantastic things could be coded for it. I may support farc plugins just for the whizzbang nature of it, because there's a ton of them already done and for formats I don't feel should be core to Quaded. |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Wed Feb 28, 2007 10:47 am Post subject: |
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I've noticed some people generally seem to have a natural resentment for plugins, so one shouldn't be too surprised if no one cares about plugin support. I personally like it when the developers have such a stable and featureful plugin system that they have very few core features, if any, and just make all features be plugins that come with the program. This kind of an attitude towards editors and their development often tends to inspire others to actually make more plugins, than editors with a plugin system added in for the fun of it. I still best like it when programs just have really solid core features, no plugin system needed.
Why d3d? _________________ Look out for Twigboy |
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Quake Matt

Joined: 05 Jun 2005 Posts: 129
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Posted: Wed Feb 28, 2007 12:51 pm Post subject: |
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Yeah, I think Urre's right about plugins. I'm not a huge fan of them myself and often, on the rare occasions that I do use one, it's to get access to functionality that really should have been in the program in the first place. |
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Up2nOgOoD[ROCK]
Joined: 31 Jul 2006 Posts: 18
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Posted: Sat Mar 10, 2007 8:36 pm Post subject: |
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FrikaC I was using Fimg a few days ago and I was dissappointed to see that there wasn't a "export all files" function for wads. Could you please add this to Quaded?
Btw great work, and hope to see some releases soon. _________________ -up2 |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Sat Mar 10, 2007 10:20 pm Post subject: |
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Export all files? |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Sat Mar 10, 2007 10:50 pm Post subject: |
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aka poop out every texture from a wad file into a bunch of bmps, something wally already does _________________
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Mon Mar 12, 2007 2:49 am Post subject: |
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I could do it, but it's not how fimg thinks of a wad nor is it the way quaded will ultimately work. I think Quaded will use the farc 'interpretation' of a wad, ie, the correct way to think of it - as an archive containing mip & lmp files (among other things, palettes, raws etc)
Fimg's hacked on wad crap made it interpret a wad as an animated image format, which is bizarre and silly. The task you mention is "Export the first frame of every image group as a separate file using the group name as the file" in terms of a Fimg command, which is really kind of odd. Unless you want it to export .mip files, then I might be with you on that one. |
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Up2nOgOoD[ROCK]
Joined: 31 Jul 2006 Posts: 18
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Posted: Mon Mar 12, 2007 4:33 am Post subject: |
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Well, as any format. Exporting as .pcx would be easist for me, but anything will reduce the workload ultimately =) _________________ -up2 |
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