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Re: New way Editor!
Posted: Sun Jul 17, 2011 2:10 pm
by finnlayer
Bik is use for [HITS], may be more effects in the game possible two.
If you look under the water in africa6 you see a clear thin layer, a plane layer, i think.
Their is two 4ds water files, inside is code for a lest 5/6 water, in different maps, Brest map has water for the subs.
I not certain how these bik files work in the water, their must be a module in the scene, i also think, the water is scripted, i notice in the Brest scripts water is in Czech, like most file for hd2, i am unsure' how to use bik in other parts of the map or any map.
Their all way's a bit that goes with a bit in hd2, its finding the dam things and fitting them together that will work it..
Re: New way Editor!
Posted: Wed Aug 17, 2011 4:21 pm
by Ikaros
The DC|ED-like editor for .bin files is almost complete.
I've also started the tree editor for map.4ds:
And the feature which automatically fix a given mission, adapting
it to a working "Occupation" map.
You can specify a number of zones (i.e. flags) and RevEngEd2 automatically
checks/creates/deletes zones, zoneSpawn, respawn points, flag models etc.
Re: New way Editor!
Posted: Tue Sep 20, 2011 11:06 am
by Ikaros
Hi folks!
The editor has been released. You can dowload it here:
http://malgolan.altervista.org/Guide/in ... 0-main.php and have a look at some screenshots here:
http://malgolan.altervista.org/Guide/in ... creens.php.
Most likely, it won't be bug-free, so post here any question or problem you find (or send me a PM)...
Enjoy! And please give some feedback..
Re: New way Editor!
Posted: Wed Sep 21, 2011 5:29 pm
by betteryouthanme
Finally we got a working editor!
Brilliant job m8. Can't thank you enough.
About z-depth: How do I render from a camera perspective? It's working if i just render it from above perspective? Should be the same no?
Re: New way Editor!
Posted: Wed Sep 21, 2011 8:30 pm
by Jason
This definitely looks amazing - great job, I'm going to have to try it out, downloaded
Re: New way Editor!
Posted: Thu Sep 22, 2011 7:45 am
by Ikaros
betteryouthanme wrote:
About z-depth: How do I render from a camera perspective? It's working if i just render it from above perspective? Should be the same no?
Yes, as long as it's an orthogonal view (and not a perspective view) it works. But using a camera provides some advantages. It's easier to place and move, it remains unchanged if you pan the view for other purposes (or if you load a previous work) and you know its height (which is helpful when setting z-min and z-max).
Rendering from a camera perspective is easy: just select "camera" as rendering viewport in rendering menu.
Maybe I'll take some screenshots and add them to the User Guide.
@betteryouthanme: I've added also CTRL+D to delete objects in tree editor, as you suggested.
For every one...
Here you can find some ready-to-use projects:
http://malgolan.altervista.org/Guide/in ... ojects.php. You can use them to load my missions. Some have already calibrated z-depth maps.
Re: New way Editor!
Posted: Wed Dec 10, 2014 4:49 pm
by Zdenda
Hello,
first I would like to say great job to all those, who contributed to making such a great editting tool! :-)
I have one question. I am trying to make a new coop map now, a mod of BREST. I would like to set up the minimap in the editor, to make object placement easier and create new zones. Can someone help me setting this up? Since I donĀ“t have 3dmax, I would like to ask someone who has it, if you could give me please the coords of the z-depth and the image.
Is there anyone who could help me out?
THX =)