Hey, I have thought of a list of new features to the editor (but not the actual game editing)
1. The "Add New Object" list needs to be Alphabetical and/or Categorized. like,
"Characters","Explosives","Controllers" etc something like that.
and even possibly just have a new panel on the right side with a list of objects that once hilighted can be placed in the editor somewhere as soon as clicked somewhere on a grid area?
2. Quite an obvious one but il mention it anyway, is to get the Undo/Redo button working lol.
3. It would be nice to have something as simple as NovaMan said with holding shift or something to fast clone objects making the level making process much faster and easyer.
4. Objects should atleast automaticly switch to load in that screen as there default setting when dragged to it.
5. When it comes to positioning Walls and floors there needs to be a Horizontal and Vertical position fix for moving the walls and floors around so that it dosen't just drag them anywhere and takes the entire line around and not just 1 point. (you could also fix the slight bug with the offsetting on the collision line on AO, It seems off quite a bit from the ground and the only part of the line that actually marks the ground is the bottom of the far arrow which is really quite difficault at times to line up. As for the Abe's Exoddus editor it's fine.)
6. Being able to Remove all collisions and then add them back as you need them is nicer than having to scroll all over the screen to find vacant collisions.
I mean it's gotten to a point now where the editor pretty much has every thing for AO and dosen't really need much more from the game and should be considering GUI updates.
It's nice having these features to make levels but when it comes to me seriously making something it takes me atleast 4 hours to get 4 screens made as I'm looking all over the place for objects and/or characters.
But I wish you all the best on this project and atleast for AO you're 90% complete with all of its editable features. The only things I can think of that it dosen't allready have is an FG1 editor, CAM object load feature and a scrolling sign text editor (however thats in the exe so idk about that).
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Last edited by SligStorm; 01-09-2011 at 05:52 AM..
I decided to try something quickly and whipped up a random scene to just test things out. Seems amazing so far and I definitely can't wait till it's complete. Heck, I'd be excited when more progress is made with this!
yeah ,hm i still get confused why the delete button doesnt work on my keyboard XD
That isn't supported either. You have to manually delete everything too.
another useful feature would be a grid overlay that you can toggle on and off to indicate the location of abe and other objects on the map. It would help making collission lines and lining up objects alot more easier too.
I made mine entirely in photoshop and will continue to use photoshop since It's quite effective although not so good when it comes to perspective... @_@
But I definitely intend to work on a more serious map when more features and objects become available to the editor because right now, all you can really do is fiddle around with the basics and even then things are a bit twitchy. D:
I remember the scenes I made for Joshkrz when he was making a oddworld fangame. I still have them uploaded onto photobucket. Here's a few:
I made mine entirely in photoshop and will continue to use photoshop since It's quite effective although not so good when it comes to perspective... @_@
But I definitely intend to work on a more serious map when more features and objects become available to the editor because right now, all you can really do is fiddle around with the basics and even then things are a bit twitchy. D:
I remember the scenes I made for Joshkrz when he was making a oddworld fangame. I still have them uploaded onto photobucket. Here's a few:
Well heres what I have been working on in my spare time:
Enjoy :P
Codenamed Abe Legends...
Looks awesome at first but then i recognize it does not shadow crossfading and lights with different colors and so on like the original.
Hammer editor is faster and easier than 3dsmax + better 3d than photoshop.
I wish hammer editor has 2d sidescroll rendering feature.
Else i need a thrid party VMF and BSP 2d sidescroll render.
Just ask Ryan Gregg after the source code from Crafty Object Viewer if he never will implement the 2d sidescroll rendering feature.
Well heres what I have been working on in my spare time:
Enjoy :P
Codenamed Abe Legends...
Holy shiet, that's awesome! You are now a god to me :P
And Scraby, the grid screen was a hidden test screen for one of the betas (correct me if I'm wrong) of AO
:
Looks awesome at first but then i recognize it does not shadow crossfading and lights with different colors and so on like the original.
Hammer editor is faster and easier than 3dsmax + better 3d than photoshop.
I wish hammer editor has 2d sidescroll rendering feature.
Else i need a thrid party VMF and BSP 2d sidescroll render.
Just ask Ryan Gregg after the source code from Crafty Object Viewer if he never will implement the 2d sidescroll rendering feature.
The downside of Hammer is that it can't really render lighting in realtime unless you compile the map and go ingame.
The pre-existing 2D Ray Lighting thing for the L4D2 Hammer is shit and takes ages aswell.
+ The perspective of the camera is off and not that fitting for making sidescroller levels like these.
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Last edited by SligValet; 01-06-2011 at 02:11 PM..
I'm still confused how SligStorm got most of that content in his map. I tried adding some of the stuff he had and also fiddling with the properties for these objects and I get nothing. I tried a scrab, got nothing. I tried a timed mine, got nothing... It's very weird...
use pauls tools to extract the lvl,add the bnds from a nother extracted lvl like that of a scrab,and build your new lvl place it in your abes oddysee folder and run the game
Still didn't seem to work. Also, some things like Security orbs/eyes crash the game as soon as I enter the path that contains them. Not ones that already exist but ones I added. I entered the properties just like another security orb and it still crashes... x.x
[EDIT]
I finally got it working, but not there is a bigger issue. Now when I go to extract the LVL file and rebuild it again. For some reason, all the LVL's paths are gone. Everything is still there, just the paths disappear. I even tried extracting and rebuilding it without changing a thing and the same thing happens again.
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Last edited by BlackVenom; 01-07-2011 at 12:20 AM..