iBZEdit r82 Major fixes...

Discussion, updates, modifications, etc for the various map editors...
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BinarySpike
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iBZEdit r82 Major fixes...

Post by BinarySpike » Mon Jan 30, 2006 10:54 pm

I just found out my latest iBZEdit (with the camera change) was old.
it was using old code that I later changed without releasing.

I just fixed it and you can download a super stable iBZEdit now.
http://binary.macintoshdevelopers.net/iBZEdit.dmg


Don't forget to checkout the forums.
http://ibzedit.forumsplace.com/

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Spazzy McGee
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Post by Spazzy McGee » Mon Jan 30, 2006 11:47 pm

ah yes. the camera is 100000 times better now. this can actually be usable as a mapmaking tool now :P

one major thing from me:

buildings need to be more defined in the camera view - in a complex map you can't always tell what goes where - it just looks like matte orange. prehaps make them always have the black 'selected' frame, and make selected actually change the color of the block to say, blue. just a thought.

but anywho - good work binary & MACnus
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Post by Guest » Mon Jan 30, 2006 11:51 pm

Looks good. Can you not drag objects around in BZEdit?
I can't see how to do it in iBZEdit. :?

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Post by The Knights Who Say Ni » Tue Jan 31, 2006 7:19 pm

CannonBallGuy wrote:Can you not drag objects around in BZEdit?:?
yer you can its one of the buttons at the top
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Post by BinarySpike » Wed Feb 01, 2006 2:31 am

Spazzy wrote: buildings need to be more defined in the camera view - in a complex map you can't always tell what goes where - it just looks like matte orange. prehaps make them always have the black 'selected' frame, and make selected actually change the color of the block to say, blue. just a thought.
Technically the green and blue are equal while the red is more.
(meaning it's more pink than orange)

But when I get lighting and texturing done it will look good.
(my todo list has texturing then lighting then tele's)

It looks matte because there is no lighting. :lol:
I will have lighting up after texturing...

CBG wrote:Looks good. Can you not drag objects around in BZEdit?
I can't see how to do it in iBZEdit.
You will never be able to just click on an item and drag it.
(although later on you might... I'm thinking of making "easy views" that you can click on and be able to do stuff in that you can't in director view (just like some 3D programs))

When I put the tele's in I will put a cntrl-click link selector (so if you have many tele's then you won't have to name them so you can define between them in the parameter window)


Oh, and remember I put the revision number so if you want to get the source just AIM me and I'll give you the SVN info so you can checkout the source code.

Also, a bug...
If you open advanced maps (like with a ton of non-supported objects) you will screw iBZEdit up alot.
(I tryed opening an old two castle Viper map I downloaded)

We will make iBZEdit play nicer with map files when the three neeeeeeded objects are done.
(tele's (includes links), arcs and cones)

Anyway, thanks for the feedback.
It would be awesome to see some screenies I could show of iBZEdit on the iBZEdit forums.
(last screenie was r31 and were on r83)

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Post by imsome » Mon Feb 13, 2006 7:51 pm

is there a windows version?

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Post by JeffM » Mon Feb 13, 2006 9:00 pm

iBZEdit is a mac only editor project.

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Post by Spazzy McGee » Mon Feb 13, 2006 9:34 pm

and if your on windows just use the original BZEdit.
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Post by JeffM » Mon Feb 13, 2006 9:38 pm

or blender with the bzw plugin

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Post by RPG » Mon Feb 13, 2006 10:27 pm

or Wings3D

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Post by BinarySpike » Tue Feb 14, 2006 3:39 am

Or pirate the new Mac os X intel and then get the latest version of xCode and compile it under universal binary. :twisted:

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Post by A Meteorite » Tue Feb 14, 2006 4:07 am

BinarySpike wrote:Or pirate the new Mac os X intel and then get the latest version of xCode and compile it under universal binary. :twisted:
Actually, OS 10.4 users can compile universal binaries, IIRC.
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Post by JohnDeere » Tue Feb 14, 2006 4:40 am

Or get gameSpaceLight from Caligari and contact AlliedArmour for the X to BZW convertor, and then use Notepad.

Much the best way.

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Post by JeffM » Tue Feb 14, 2006 6:48 am

actualy the blender system will be better then other modelers since it will handle all the bzflag native objects, not just meshes. That makes it a full map editor.

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Post by BinarySpike » Wed Feb 15, 2006 4:11 am

JeffM2501 wrote:actualy the blender system will be better then other modelers since it will handle all the bzflag native objects, not just meshes. That makes it a full map editor.
yeah I was thinking of that... but my stupid 8MB VRAM can't handle blender... I would have to goto my other computer. :evil:

A Meteorite wrote:Actually, OS 10.4 users can compile universal binaries, IIRC.
Yep, I knew that. I was just following the posting trend...

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