BZEdit & Wings3D combined?

General talk about the map making process.
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Lt-Kirby2007
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BZEdit & Wings3D combined?

Post by Lt-Kirby2007 »

ok i was thinking while making my last map (which is still currently being built after 2 months of work on and off), about why somebody hasnt come up with a map making program that can quite literally do EVERYTHING.

At the moment you need to be a pretty advanced map maker like Louman or Spazzy if you want to get good textures, shapes and layouts. Why doesnt somebody just come up with a map editor that is like BZEdit, but also does all shapes , and also does textures without having to open the file in something like notepad and do everything by hand?

I know if somebody was to take on this, it would be a MAMOUTH task, but is it at all possible?
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macsforme
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Re: BZEdit & Wings3D combined?

Post by macsforme »

Lt-Kirby2007 wrote:Why doesnt somebody just come up with a map editor that is like BZEdit, but also does all shapes , and also does textures without having to open the file in something like notepad and do everything by hand?
Things like this don't just happen. Do you know just how many man-hours went into making 3D modellers like blender and wings? It would be a TON of work to make a BZFlag map editor with all that capability. We're slowly moving in that direction with BZWorkBench, but it's slow in coming. Work only happens as developers are motivated.

If you want to see this happen, learn C++ and start working on it yourself.
Lt-Kirby2007
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Post by Lt-Kirby2007 »

:D ok :D ill look into C++ as soon as my map im on at the moment is finished. thanks
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Post by F687/s »

Personally, why would you need to use C++? Even though it's the official BZFlag language (aside from Python), there really is no need to code it up in C++. You could use anything, just as long as it parses textures and has OpenGL bindings.

And, no, learning C++ is not fun. At all.
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Post by macsforme »

F687/s wrote:Personally, why would you need to use C++? Even though it's the official BZFlag language (aside from Python), there really is no need to code it up in C++. You could use anything, just as long as it parses textures and has OpenGL bindings.
BZWorkBench is coded in C++ (afaik), so unless you want to start from scratch with a different language, and think you can somehow do better than the direction BZWorkBench is going, it's best to stick with C++.
F687/s wrote:And, no, learning C++ is not fun. At all.
Sure it is. :) Download and build bzfs, and start playing around with one of the plugins in it. A really good place to start.
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L4m3r
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Post by L4m3r »

BZWorkbench is intended as a one-stop editor for BZFlag maps.

Teppic's BZWTools is a plug-in for Blender that also provides start-to-finish BZW editing, more or less.
Optimism is just a milder alternative to denial.
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