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InsideQC Forums • View topic - [FTEQW][WIP] craFTEr - realtime game editor for FTE

[FTEQW][WIP] craFTEr - realtime game editor for FTE

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[FTEQW][WIP] craFTEr - realtime game editor for FTE

Postby toneddu2000 » Fri Dec 23, 2016 4:48 pm

Project has been completely rewritten from the ground up. This description no longer fits.
Release date: tba
Last edited by toneddu2000 on Sat Nov 25, 2017 3:52 pm, edited 3 times in total.
- my first commercial game, made with FTEQW game engine
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Re: [FTEQW][WIP] Crafter - realtime game editor for FTE

Postby Spike » Fri Dec 23, 2016 5:53 pm

you should probably consider grabbing either the terrain or brush editor parts of csaddon, then give them all the polish that I've so far failed to give them (I hate writing UIs).
(also, needs model previews!)
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Re: [FTEQW][WIP] Crafter - realtime game editor for FTE

Postby toneddu2000 » Sat Dec 24, 2016 9:47 am

- my first commercial game, made with FTEQW game engine
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Re: [FTEQW][WIP] Crafter - realtime game editor for FTE

Postby Spike » Sat Dec 24, 2016 4:51 pm

terrain is fairly straight forward, you can just call a builtin to raise or lower the terrain around some point, with a radius parameter and stuff. painting textures is basically the same with an added width. you shouldn't really need csaddon's terrain code for anything other than documentation.
however you first need to define the maximum size of the terrain as worldspawn keys, and use the 'mod_terrain_save' console command to save it to disk.

brush editing is much more convoluted, yes.
regarding pointers the easiest way to deal with them is to just define some global arrays and pass those into the brush builtins as needed. then you can just index the arrays without resorting to allocating/freeing/etc pointers.
from the engine side its somewhat straight forward. the [cs|ss]qc can get a list of brushes within a bbox, it can query a list of planes from each brush, it can delete brushes, it can create brushes (any redundant planes are ignored). there's also a utility function or two that can calculate the winding[read: polygon/trifan] of a face from a brush/plane-list.
the qc is then responsible for modifying the plane lists of each brush. to split a brush just clone it and insert a plane into the original and the copy, with the plane being mirrored. when you then delete the original and create your two copies the engine will disregard any redundant planes and you end up with two neighbouring brushes.
but yeah, at the end of the day, the qc just sees lists of planes. each plane has two texture 'planes', so you can just treat each plane as a 4*3 matrix. to move/rotate/whatever a brush, just transform those matricies - yay dotproducts. My code should contain an example of this for rotation/moving/etc, but you'd want to give it a decent UI.
Vertex manipulation is much more challenging. My aproach was to just decompose the brush into polygons and then reform the brush according to the modified polies. any concavities result in cutting into the rest of the brush, these should be obvious in the previews that I added.

but yes, terrain+meshes+entities should be enough for most things if you're going for an open-world kind of feel. You can even embed non-sealed BSPs too if you need more complex geometry made with eg trenchbroom.
including brush editor stuff is more for completeness.
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Re: [FTEQW][WIP] Crafter - realtime game editor for FTE

Postby toneddu2000 » Sat Dec 24, 2016 8:06 pm

- my first commercial game, made with FTEQW game engine
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Re: [FTEQW][WIP] Crafter - realtime game editor for FTE

Postby frag.machine » Sun Dec 25, 2016 12:31 am

Nice work, tonneddu. Are you aiming something like DOOM's Snapmap or more a GarryMod level of freedom ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: [FTEQW][WIP] Crafter - realtime game editor for FTE

Postby Spike » Sun Dec 25, 2016 7:08 am

.
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Re: [FTEQW][WIP] Crafter - realtime game editor for FTE

Postby toneddu2000 » Sun Dec 25, 2016 10:23 am

- my first commercial game, made with FTEQW game engine
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Re: [FTEQW][WIP] Crafter - realtime game editor for FTE

Postby Spike » Sun Dec 25, 2016 10:52 am

.
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Re: [FTEQW][WIP] Crafter - realtime game editor for FTE

Postby Julius » Sun Dec 25, 2016 7:19 pm

Looks really awesome!

Would it be possible to have some Sketchup like guidelines and other helpful tools to make placement of objects in 3D space a bit easier?

For the UI kit (and the editor): please do not make it 2D only, but with the possibility to render it in 3D space. That way it would be still use-able in VR as prototype WebVR support has been recently added to FTEQW and editing maps in 3D with a controller like the one that comes with Google Daydream is probably pretty cool.
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Re: [FTEQW][WIP] Crafter - realtime game editor for FTE

Postby toneddu2000 » Mon Dec 26, 2016 3:55 pm

- my first commercial game, made with FTEQW game engine
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Re: [FTEQW][WIP] Crafter - realtime game editor for FTE

Postby ceriux » Wed Dec 28, 2016 2:53 am

Very cool , wish I were as intelligent as some of you guys. :D
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Re: [FTEQW][WIP] Crafter - realtime game editor for FTE

Postby toneddu2000 » Wed Dec 28, 2016 9:05 am

Thanks ceriux, but I can't consider myself quite intelligent nor skilled(and once I'll release code you'll see why), but my only value is that I'm stubborn like a mule! :biggrin:
- my first commercial game, made with FTEQW game engine
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Posts: 1395
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Re: [FTEQW][WIP] Crafter - realtime game editor for FTE

Postby frag.machine » Wed Dec 28, 2016 11:25 am

Well talent and intelligence alone won't accomplish nothing. A little stubbornness and good ammount of hard work are essential to turn these qualities in great results. Keep the good work going on!
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: [FTEQW][WIP] Crafter - realtime game editor for FTE

Postby toneddu2000 » Wed Dec 28, 2016 2:10 pm

yeah, I guess you're right, frag.machine :biggrin: ! Thanks
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