Search found 13 matches

by jude-
Tue Aug 28, 2007 6:12 am
Forum: Map Editors
Topic: [OUTDATED] Windows build of BZWorkBench - SVN revision 15444
Replies: 9
Views: 8813

@me1: You're absolutely right--the draggers should be the same size regardless of the zoom factor. If I can ever figure out how to determine exactly what the zoom factor is at run-time, that'll be the first improvement I'll make. Changing the base color after it has been created is another good idea...
by jude-
Sat Jul 28, 2007 8:03 pm
Forum: Map Editors
Topic: BZWorkbench is in the Works
Replies: 66
Views: 73400

Use http://www.openscenegraph.org instead of http://www.openscenegraph.com for best results :). I got my copy with Subversion. Here's the command: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.0.0 OpenSceneGraph I'll be providing a binary installer along with the ...
by jude-
Sat Jul 28, 2007 7:03 am
Forum: Map Editors
Topic: BZWorkbench is in the Works
Replies: 66
Views: 73400

your_best_friend:

BZWorkbench needs to be built against OSG 2.0 and FLTK 1.1.7. Unfortunately, you're going to need to build OSG from source on Mac OS X...the pre-built OSX libs from OSG's website don't work for some reason (in fact, the pre-built Windows libs don't work with either, so I'm told).
by jude-
Wed May 30, 2007 7:25 am
Forum: Help: Map Making
Topic: meshes
Replies: 4
Views: 2719

Hmmm....If memory serves correctly: The sphere keyword probably creates a sphere (if not, then it most likely creates a bounding sphere). Point defines a 3D vertex in a mesh. Corner contains an index to a vertex, a texture coordinate, and a normal. Lines defines a line between two points (the two va...
by jude-
Wed May 30, 2007 6:14 am
Forum: Map Editors
Topic: BZWorkbench is in the Works
Replies: 66
Views: 73400

Re: metadata and foreign data

A really nice way to save the output file would be to create a regulation BZW file, but surround all of the BZWorkbench generated data with metadata. Any data that is NOT normal for a BZW file is saved IN the BZW file but surrounded by #### DO NOT CHANGE ### notes. Now, if somebody were to take a B...
by jude-
Wed May 30, 2007 5:01 am
Forum: Map Editors
Topic: BZWorkbench is in the Works
Replies: 66
Views: 73400

At the recommendation of my GSoC mentor, I've created a blog page for those who are interested to get up-to-date information on the project's development. I'll be posting at least weekly entries. It can be found at bzworkbench.wordpress.com
by jude-
Sat May 26, 2007 5:10 pm
Forum: Map Editors
Topic: BZWorkbench is in the Works
Replies: 66
Views: 73400

Grace F, the project should take about three months to complete, maybe less. Betas and Release Candidates should be available sooner. The idea is to finish a stable 1.0 release by August 31st.

Catoblepas, you will be able to add your own textures to any object you want.
by jude-
Thu May 24, 2007 9:27 pm
Forum: Map Editors
Topic: BZWorkbench is in the Works
Replies: 66
Views: 73400

Wow, lots of replies. Thanks guys! Tropican8, probably what'll happen is chunks of your map that you want mirrored can be grouped and then transformed as such. TangenT, yup, groups, zones, and defines will be written to the bzw file as they are defined in the 3D scene. Saturos, my current plan is to...
by jude-
Thu May 24, 2007 1:57 am
Forum: Map Editors
Topic: BZWorkbench is in the Works
Replies: 66
Views: 73400

The menus are a no-go on Mac OS X that way. Could you elaborate please? I'm not sure what you mean. There is an exact menu specification regarding Mac OS X. The system automatically creates a menu with the name of the application and puts system stuff inside (like services, quit etc) and, if the ap...
by jude-
Wed May 23, 2007 9:54 pm
Forum: Map Editors
Topic: BZWorkbench is in the Works
Replies: 66
Views: 73400

I'd like 2 things from this: A nice long undo "log" (you can undo a lot of things you did, if necessary) And be able to place 2.0 map objects (one-way drive-thru walls, circular arch teleporters, stuff like that) Long undo log...got it! The editor will be completely BZW-2.0 compliant, and...
by jude-
Wed May 23, 2007 7:04 pm
Forum: Map Editors
Topic: BZWorkbench is in the Works
Replies: 66
Views: 73400

Welcome jude, nice to have you here. :) I didnt have the time to read all of it yet, so maybe my question is already answered somewhere... will the editor be multiplatform? Seeing that you seem to work on Linux, I am glad it wont be Windows-only and that I'll be able to use it on my linuxbox. Still...
by jude-
Wed May 23, 2007 5:23 am
Forum: Map Editors
Topic: BZWorkbench is in the Works
Replies: 66
Views: 73400

I think the layout and interface could be improved, I think a touch of color and a better font would do nicely. But hey, seems you've got enough work as it is. Obviously. The real thing will use FLTK 1.1.7 widgets; the UI mock-ups were thrown together in The GIMP :) What font do you recommend? In i...
by jude-
Tue May 22, 2007 11:42 pm
Forum: Map Editors
Topic: BZWorkbench is in the Works
Replies: 66
Views: 73400

BZWorkbench is in the Works

Attention all BZFlag map developers: This summer, as one of the four chosen Google Summer of Code developers for BZFlag, I will be developing a modern, graphical, BZW-2.0-compliant world editor to accompany this already great game. As some of you may know, development doesn't start until the end of ...