MapEditorOne (MapEditor Project for Windows)

Discuss and unveil current Marathon projects.

Post Feb 14th '07, 15:55

I cannot wait so long until next news comes.

Just started to make PhysicsEditor with WideStudio.

it still be underconstructing.

To get PhysicsEditorOne for MacOSX, we will recruit ones who can build this program on MacOSX(with WideStudio).
they will have to ...
-get wide studio for MacOSX
-make AlephOneLib.a
-edit some options of Project File

In addition, if you want that some icons of buttons(at left of above screen-shot),
abstract it from resources and please send to me.
I'll put icons on buttons.
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Feb 14th '07, 17:56

This looks really promising. I've wanted to develope a scenario on pc. Hogepiyo, you make it look like it will be possible one day.
Last edited by goran on Feb 14th '07, 17:57, edited 1 time in total.
User avatar

goran

Post Feb 15th '07, 03:41

>>qoou
>In that picture, there are several windows for the parts of the program. Will you be able to make the PhysicsEditor contained in one window (like Anvil)?
hmm.it will be little troublesome, but you are right that immitating to Anvil looks good.
I'll try it.

>>goran
>I've wanted to develope a scenario on pc
thanks your cheering up.
if you are using Windows, there is already a PhysicsEditor for Windows PC,'PhysicsEditorOne'. please check it out in FileBall.
and if not, please wait this editor :)
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Feb 15th '07, 15:19

>I'll try it.

like this?
[attachment=430:Image143.png]
Attachments
Image143.png
Image143.png (48.26 KiB) Viewed 3870 times
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Apr 22nd '07, 06:28

There is a problem for checking polygons. And this disturbe me to continue developing MapEditorOne.

The problem is "I cannot calculate a degree that was generated from two lines"

From now, "[AB]" means a vector AB.

In a figure(attached one),
[attachment=599:2lines.png]
theata is generated from two vectors, [BA] and [BC]. And these items satisfy under equation,

theata = arccos( ( [BA][BC] ) / ( |BA||BC| ) )


However, theata gotten shows only from 0 to 180 degree. (from 0 to pi radian.)
So we cannot judge the point C is on the "left" or "right" from the direction of [BA]. (on the "clockwise" or "counterclockwise")

If anyone knows how to judge which left or right, wouldn't you tell me?
Attachments
2lines.png
2lines.png (2.09 KiB) Viewed 3858 times
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Apr 27th '07, 01:59

HogePiyo wrote:There is a problem for checking polygons. And this disturbe me to continue developing MapEditorOne.

The problem is "I cannot calculate a degree that was generated from two lines"

From now, "[AB]" means a vector AB.

In a figure(attached one),
[attachment=599:2lines.png]
theata is generated from two vectors, [BA] and [BC]. And these items satisfy under equation,
However, theata gotten shows only from 0 to 180 degree. (from 0 to pi radian.)
So we cannot judge the point C is on the "left" or "right" from the direction of [BA]. (on the "clockwise" or "counterclockwise")

If anyone knows how to judge which left or right, wouldn't you tell me?


Use the cross product. This is really hard to do without waving my hands around, so you'll have to bear with me. For two 3-vectors a, b with cross product c = a x b, if b is a counterclockwise rotation from a in a right-handed coordinate system c will have a positive z coordinate. If b is a clockwise rotation from a in a right-handed coordinate system c will have a negative z coordinate.

For instance, take a = i = (1, 0, 0) and b = (0, 1, 0), the two unit vectors in the plane. b is a counterclockwise rotation from a, and c = a x b = (0, 0, 1) has positive third coordinate. Now instead take b = i = (1, 0, 0) and b = (1, 0, 0), the same two unit vectors in the other order. b is a clockwise rotation from a, and c = a x b = (0, 0, -1) has negative third coordinate.

For reference:
http://en.wikipedia.org/wiki/Right-handed_...22handedness.22
http://en.wikipedia.org/wiki/Cross_product#Matrix_notation

If that wasn't clear enough, let me know and I'll try again. Maybe with a pictures or a video?
dude, seriously. dude.
User avatar

thermoplyae

Post Apr 28th '07, 14:46

Use the cross product.


thank you for advising.
it seems to be good idea, I'll try it soon!
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post May 1st '07, 13:18

Suggestion.

You need a copy and paste feature. Copy a part of the map, and paste it somewhere else on the grid.
NOT cut and paste, copy and paste.

It'd help for making maps with any sense of symmetry.
You'd only need to create one side! Oh, and you'll need and "mirror" feature too.

I've always wanted that.
MoppyPuppy
Lake Nebagamon, WI

Post May 1st '07, 15:35

Use the cross product.
I reminded the usage of arctangent (atan(x))! it can give us a degree of a vector(a,b) from OX(1,0).

Code: Select all
double hpl::math::getRadianFromVector(double x, double y){
    //use atan
    //vertical
    if(x == 0){
        if(y > 0){
            //90 degree
            return PI / 2.f;
        }else if(y < 0){
            //270 degree
            return PI * 1.5f;
        }else{  //y == 0
            return 0;
        }
    }

    float div = y / x;
    if( x > 0){
        float rad = atan(div);
        if( rad < 0){
            rad += 2 * PI;
        }
        return rad;
    }else{
        float rad = atan(div) + PI;
        return rad;
    }
}

With this, calculating BA and BC's angle from XO(1,0) (ABX, CBX), and substract ABX from CBX.
[spnkr] i got it! but I'm glad to be given your advising, thermoplyae!


MoppyPuppy,
You need a copy and paste feature

I DID NOT forget that! [MUp] (Problems to calculate degree of two lines disturbed me.)
I'm coding the function that can allow copy and paste polygons, lines, and points.

however, some problems are still there. Adding and deleting polygons, and other items of map make many datas structures complex.
What should I deal with will be ...
  • How to calculate and setup polygons structures
  • lines, sides, and points, too.

my stupidly adding and moving lines caused many bugs. I must know how to calculate item's preferences, for example center point of a polygons, order of line indexes and points indexes belonging to the polygon, what does side a polygon have, and so on..
they are not calculated automatically, so I must do manually
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post May 1st '07, 16:08

HogePiyo wrote:
Code: Select all
double hpl::math::getRadianFromVector(double x, double y){
    //use atan
    //vertical
    if(x == 0){
        if(y > 0){
            //90 degree
            return PI / 2.f;
        }else if(y < 0){
            //270 degree
            return PI * 1.5f;
        }else{  //y == 0
            return 0;
        }
    }

    float div = y / x;
    if( x > 0){
        float rad = atan(div);
        if( rad < 0){
            rad += 2 * PI;
        }
        return rad;
    }else{
        float rad = atan(div) + PI;
        return rad;
    }
}


I haven't looked over everything, but is this what I'm going to have to understand before I can use the editor your making?
MoppyPuppy
Lake Nebagamon, WI

Post May 1st '07, 17:00

I'm sure he will have some sort of easy to use GUI system when he is done. Looks promissing keep up the good work! [MSmile]
User avatar

herecomethej2000
Ledyard, CT

Post May 1st '07, 19:51

MoppyPuppy wrote:I haven't looked over everything, but is this what I'm going to have to understand before I can use the editor your making?


This is just code for the editor. You won't need to understand it unless you plan on modifying the program's code yourself.
underworld : simple fun netmaps // prahblum peack : simple rejected netmaps
azure dreams : simple horrible netmaps // v6.0!!!: thomas mann's greatest hits : simple simple netmaps
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irons
(.Y.)

Post May 1st '07, 20:04

Well thats good.

I have some more features a map editor would want.
Like, texturing you can do with you MIND. You just think about how a room in visual mode is supposed to look and BLAM!
There, Done.

But seriously I have some good ones, I'm just short of time.
MoppyPuppy
Lake Nebagamon, WI

Post May 1st '07, 22:27

Well I actually came up with a pretty intersting feature, in adition to jump, a boost (that moves you in the direction you are facing), it could be like a negetive recoil of a gun.
User avatar

Shadowbreaker
Melbourne, Victoria

Post May 2nd '07, 00:28

Will this have any sort of view mode like in forge?
if not, please add it in so noob mappers like me can make maps easily.
Oh hey a userbar is it still 2007? man I can time travel
Image
blooregardo wrote:
QUOTE(blooregardo @ Mar 8 2008, 12:55 AM)
it's "blooregardo," motherfucker. Say it wrong again and I'll eat your pancreas.
User avatar

Blooregardo

Post May 2nd '07, 01:14

Guys, lay off the Visual Mode and other such feature ideas for now. Wait until HogePiyo is done with basic geometry and all the rest. For example, right now he's adding the code that makes sure a polygon's vertices are listed in a clockwise fashion. That's hard enough as it is, and confusing him or distracting him is a good way to help the project fail.

Good work, HogePiyo!
underworld : simple fun netmaps // prahblum peack : simple rejected netmaps
azure dreams : simple horrible netmaps // v6.0!!!: thomas mann's greatest hits : simple simple netmaps
User avatar

irons
(.Y.)

Post May 4th '07, 15:06

I haven't looked over everything
MoppyPuppy, irons is true. this code is just for calculating a degree made with two lines.

>copy and paste
after that (yesterday), I'd coded something, and realized the first step of that (under this) ;)
Ctrl + C and Ctrl + V will be functionable next release.

there are too many bugs and unknown features, but it will be done someday ...


in adition to jump, a boost (that moves you in the direction you are facing)

Shadowbreaker, it sounds good ! I'm memorizing that! [MUp]

Guys, lay off the Visual Mode

thanks. and I'm not threaten from giving many requests (including Visual Mode). Requests about Visual Mode are also important things to do. but Rome was not built in a day ;)
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post May 4th '07, 16:16

HogePiyo wrote:but Rome was not built in a day ;)

Huh?
Yes it was.

...

Anyhow, I think you should have the ability to edit textures entirely without visual mode.
That includes the texture's position on a wall. I've always had problems making maps where the field of vision would become too long, or too small, it'd work with Aleph One, just not in Forge.
Maybe the visual mode should by Aleph One itself. That way you'd almost never get a type 11 error.

Field of vision errors are number 11... right?
MoppyPuppy
Lake Nebagamon, WI

Post May 4th '07, 19:25

Moppy, I think his plans are probably to begin with a non-visual mode texture editor, but because he's programming this from scratch, if he does accomplish a visual mode, there would be no reason for it to have the same limits that Forge has.

Hogepiyo, I don't know if you've heard of JUICE, but it is a small tool for changing a few things in map files. In order to create it, we needed to figure out the map file format. We're still working on it, but if you need a place that has references for most of the "chunk" types, you can look here:

http://irons.treellama.org/project/docs/Ma...ile%20Specs.txt

It is a collection of the things we've seen in Aleph One's source code. Let me know if it is useful to you!
underworld : simple fun netmaps // prahblum peack : simple rejected netmaps
azure dreams : simple horrible netmaps // v6.0!!!: thomas mann's greatest hits : simple simple netmaps
User avatar

irons
(.Y.)

Post May 4th '07, 20:18

You could take a similar approach to Pfhorge's "Texture Inspector".



What one does is select the polygon, and then the texture they want to "paint" it with. The scroll down bar is a list of texture sets. (ie. Water, Lava, Sewage, Jjaro, Pfhor, Daytime Lhowon, Nighttime Lhowon, Moon and Space, the last 4 are landscapes)

And irons, I thought development of JUICE had ceased? Well, if it hasn't, what I would like is the ability to merge map files like Pfhorge does if that's possible.
Last edited by Lugas on May 4th '07, 20:19, edited 1 time in total.
User avatar

Lugas

Post May 11th '07, 01:49

Hoge, a member of the #alephone IRC channel has started an editor. He took the "concave test" code from Pfhorge and improved it, changing it into Python code. Do you still need to find out how to test for concave polygons?
underworld : simple fun netmaps // prahblum peack : simple rejected netmaps
azure dreams : simple horrible netmaps // v6.0!!!: thomas mann's greatest hits : simple simple netmaps
User avatar

irons
(.Y.)

Post May 19th '07, 16:02

irons, thank you for inviting to #alephone.

>texture editing
am leaving it away now ...


in these days, I coded a program that makes prepared polygons (triangle, rectangle, and so on) when you choose polygon-tool.
the above picture is another application that I created to check my program operate accurately.

the way to create that;
First, make Regular polygon with circle, and calculate a rectangle which fits over the Regular polygon.
Second, expand it to fit for a rectangle you set by Drag'n Drop

my next work will be ...
-fixing polygon
-checking polygon's validity (now coding)
-create a new valid polygon

programs that check validity seem to have many bugs, yet
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post May 20th '07, 13:56


we can choose preset of polygon in the next release


SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Jun 1st '07, 12:03

the function that checks whether a point is in a polygon in AlephOne's source codes seems to have a problem in my MapEditorOne. so I created a new one based on http://alienryderflex.com/polygon/

and result's sample is here

point outside


inside

Algorithm:
-count the number of cross point between each line of the polygon and line that lie over the point
-i couldn't understand how the procedure functions when point in a polygon like this

the line over the point seems to have odd cross points with the polygon.
but it seems to make it, so it is ok.
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

Post Jun 2nd '07, 15:33

I got it in checking the validity of polygons.

Algorithm
* CRITICAL POINT : all points of a polygon are in an order that is clockwise or counterclockwise*
points are p1,p2,...,pn(pi=(xi,yi)), and lines are l1,l2,...l(n-1)(lj=(pj,pj+1))
1:check whether the point, p3, is right hand (clockwise) from the line, l1=(p1,p2), or left hand (counterclockwise). define it to 'direction' d1.
2:check the next direction, d2, of the point, p4, from the line l2=(p2,p3), and if d2 do not equal to d1, the polygon might have the invalid degree there.
3:repeat above 2.

in my simple program for testing ground, succeeded to check validity like this

valid


invalid



next, I tried to merge the program to my MapEditorOne. and checking successfully like this

valid


invalid


----------------
next my task will be ...
-fix polygons correctively
-search not painted and paintable polygon frames from lines
SourceForge.net Project
-JUICE ( Released from irons )
-Map Editor One J ( in progress )
-Terminal Editor One J ( in progress )
-Physics Editor One J ( latest version downloadable from FileBall)
-------------------
SourceForge.jp Releases
-Map Viewer One
-Physics Editor One
-Map Demerger One
-------------------
My web site
[HogePiyo's Tools Download Page]|
-------------------
avator image from : http://source.bungie.org/content/content_c...avid_Simon.html
User avatar

HogePiyo

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