BZWorkbench is in the Works
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 have a bzw file stored with the app's data (i.e. "userObjects.bzw") and a corresponding dialog that will allow users to select objects or groups they want to re-use later on in different maps, and save them to this file. The user will then be able to import them into future maps.
Mostly Harmless!, currently there is a text input field in the world options dialog that takes in an options string, but in the future there may be a completely separate dialog for configuring the options without knowing the options string syntax.
Tadd, CannonBallGuy, this is a great idea! I'll make sure to add that feature to the editor. Would making the hidden objects extremely transparent (but not invisible) work? This way, you can still know that they're there and where they are (i.e. making it easier to find them and make them opaque again).
Stij, I'll do my best to add wings3D support, but in the worst case scenario you'll still be able to export it to Wavefront .obj format and load it that way (I'll probably borrow BZFlag's .obj loader, if I can't get mine to work ).
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 have a bzw file stored with the app's data (i.e. "userObjects.bzw") and a corresponding dialog that will allow users to select objects or groups they want to re-use later on in different maps, and save them to this file. The user will then be able to import them into future maps.
Mostly Harmless!, currently there is a text input field in the world options dialog that takes in an options string, but in the future there may be a completely separate dialog for configuring the options without knowing the options string syntax.
Tadd, CannonBallGuy, this is a great idea! I'll make sure to add that feature to the editor. Would making the hidden objects extremely transparent (but not invisible) work? This way, you can still know that they're there and where they are (i.e. making it easier to find them and make them opaque again).
Stij, I'll do my best to add wings3D support, but in the worst case scenario you'll still be able to export it to Wavefront .obj format and load it that way (I'll probably borrow BZFlag's .obj loader, if I can't get mine to work ).
A computer in the hands of a capable developer is like a lightsaber in the hands of a capable Jedi.
- CannonBallGuy
- Private First Class
- Posts: 2083
- Joined: Wed Apr 12, 2006 1:31 am
- Contact:
I was thinking along the lines of 10% Opacity.. or maybe just an outline.jude- wrote:Tadd, CannonBallGuy, this is a great idea! I'll make sure to add that feature to the editor. Would making the hidden objects extremely transparent (but not invisible) work? This way, you can still know that they're there and where they are (i.e. making it easier to find them and make them opaque again).
Merry Christmas!
"Look, if I don't buy booze for the kids, I don't get any incriminating pictures to show to their parents, my business goes down the sink, my girlfriend leaves me and the baby goes on ebay. So help me search..."
"go Play With Toys urself in a dark alley u donkey ******" - Lt-Kirby2007
Google is picking up the tab for this one.WarPig wrote:This all looks awsome. Cannot wait! but, will it cost and if so how much?
http://code.google.com/soc/bzflag/appin ... 2C68E492DB
So no cost to you
- Catoblepas
- Private First Class
- Posts: 24
- Joined: Fri May 25, 2007 10:23 pm
- Catoblepas
- Private First Class
- Posts: 24
- Joined: Fri May 25, 2007 10:23 pm
- CannonBallGuy
- Private First Class
- Posts: 2083
- Joined: Wed Apr 12, 2006 1:31 am
- Contact:
"Google Summer of Code" suggests it would be done by September, right?
And believe it or not, the logical answer is the right one: http://code.google.com/support/bin/answ ... opic=10729
And believe it or not, the logical answer is the right one: http://code.google.com/support/bin/answ ... opic=10729
Merry Christmas!
"Look, if I don't buy booze for the kids, I don't get any incriminating pictures to show to their parents, my business goes down the sink, my girlfriend leaves me and the baby goes on ebay. So help me search..."
"go Play With Toys urself in a dark alley u donkey ******" - Lt-Kirby2007
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.
Catoblepas, you will be able to add your own textures to any object you want.
A computer in the hands of a capable developer is like a lightsaber in the hands of a capable Jedi.
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
A computer in the hands of a capable developer is like a lightsaber in the hands of a capable Jedi.
selectably not selectable
Being hidden has two purposes, one- you can see through them (adjustably translucent from 0 to ?100%? would be great!) and two - so you don't select them by accident.jude- wrote:Tadd, CannonBallGuy, this is a great idea! I'll make sure to add that feature to the editor. Would making the hidden objects extremely transparent (but not invisible) work? This way, you can still know that they're there and where they are (i.e. making it easier to find them and make them opaque again).
This is a block of text that can be added to posts you make. There is a 800 character limit
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 BZWorkbench file and import some new data, like converted 3D graphics program output, when the next time BZWorkbench wants to import it, it can figure out what IS and IS NOT BZWorkbench created portions. It can put the foreign data in a special place so the next time the BZWorkbench file is saved, the foreign data survives. It would be also cool if BZWorkbench could make a stab at interpreting the foreign data for display or even editing it, but doing so might make BZWorkbench incompatable with future versions of BZFlag, i.e. not forward-compatable.
Another good thing for putting the metadata in the BZW file is that you only have to move one data file when backing up the work, you have only one to send via email to the server op, or to somebody else working on the map, and it is possible to cut and paste the BZWorkbench output using a normal text editor.
Thanks for the great work coordinating (and writing) this project.
Tadd
Now, if somebody were to take a BZWorkbench file and import some new data, like converted 3D graphics program output, when the next time BZWorkbench wants to import it, it can figure out what IS and IS NOT BZWorkbench created portions. It can put the foreign data in a special place so the next time the BZWorkbench file is saved, the foreign data survives. It would be also cool if BZWorkbench could make a stab at interpreting the foreign data for display or even editing it, but doing so might make BZWorkbench incompatable with future versions of BZFlag, i.e. not forward-compatable.
Another good thing for putting the metadata in the BZW file is that you only have to move one data file when backing up the work, you have only one to send via email to the server op, or to somebody else working on the map, and it is possible to cut and paste the BZWorkbench output using a normal text editor.
Thanks for the great work coordinating (and writing) this project.
Tadd
This is a block of text that can be added to posts you make. There is a 800 character limit
Re: metadata and foreign data
Another excellent idea! I'll add it to the project spec.tadd wrote: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 BZWorkbench file and import some new data, like converted 3D graphics program output, when the next time BZWorkbench wants to import it, it can figure out what IS and IS NOT BZWorkbench created portions. It can put the foreign data in a special place so the next time the BZWorkbench file is saved, the foreign data survives. It would be also cool if BZWorkbench could make a stab at interpreting the foreign data for display or even editing it, but doing so might make BZWorkbench incompatable with future versions of BZFlag, i.e. not forward-compatable.
Another good thing for putting the metadata in the BZW file is that you only have to move one data file when backing up the work, you have only one to send via email to the server op, or to somebody else working on the map, and it is possible to cut and paste the BZWorkbench output using a normal text editor.
A computer in the hands of a capable developer is like a lightsaber in the hands of a capable Jedi.
- Catoblepas
- Private First Class
- Posts: 24
- Joined: Fri May 25, 2007 10:23 pm
looks like it will turn out to be great...i would try to make useful stuff too, but i suck at C++
gazz: A bullet may have your name on it, but shrapnel is addressed "to whom it may concern".
http://bash.org/?785529
http://bash.org/?785529
- sniper1234
- Private First Class
- Posts: 43
- Joined: Sun Jan 22, 2006 8:29 pm
sniper1234
Seriously dude, did you read anything in this thread? Your question has been answered a few times already. Instead of creating a non-needed post, why not just read the thread? :--)
Seriously dude, did you read anything in this thread? Your question has been answered a few times already. Instead of creating a non-needed post, why not just read the thread? :--)
CBG wrote:"Google Summer of Code" suggests it would be done by September, right?
And believe it or not, the logical answer is the right one: http://code.google.com/support/bin/answ ... opic=10729
Google Summer of Code wrote: August 20: Students upload code to code.google.com/hosting; mentors begin final evaluations; students begin final program evaluations
August 31: Final evaluation deadline; Google begins issuing student and mentoring organization payments
Did you read anything other people have posted?sniper1234 wrote:I have a quick question- what estimated time do u think this version will be finished. Looking at it, it looks great. Umm since I am a noob at making maps-maybe u can do it anywhere. Can u while making the map do a flag arragment!
http://www.u.arizona.edu/~jnelson/bzworkbench.html for things you can do in the program to-be
jude- wrote: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.
It would depend on the map... if it were all 1.0 features, I would expect it to be somewhat similar, bt maybe slightly faster. But when adding 2.0 features I would imagine it would be shorter, because you wouldn't have to do any editing by hand.PETER wrote:How long do you think it would take to complete making a map?
Would it make it a shorter or longer process?