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Baggers

JCF Member

Joined: Jan 2005

Posts: 558

Baggers is doing well so far

Feb 12, 2006, 06:33 AM
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Hokay folks, I wetted the appetite so I best deliver somthing.
After a solid night and days coding (I'm dead appart from the coffee in my veins) I have made huge steps in production. I cant belive it was only yesterday I was taling about the level editor in the future tense...It's now a fair way into production.
Heres a pic:



Ok so what do we have here then?
Well for a start a .x object we are using as the terrain (or in this case room) loaded in...this took 4 mouse clicks to achieve.

Next we have an open dialog box...this is used to add objects to crates, in this instance I have put a banana inside so Its showing part of the filename of that. You can have up to 12 objects in each crate.
You will also note that the crate is selected. We can tell this due to the faint greay box surrounding it.

The Menu Bar up top has had a big workover. There is now one single button for loading all of the objects that can be in a Jazz level. When an object is selected the editor checks the type of object and customises the menu to it. So at themo the third button in is 'Set Contents'...when there is no object selected this button becomes the 'Level Options menu' where you can add terrain, control the lighting and set the level music. If it were a platform the button would be for customising the 'arm' and so on.

The appearance is where you go to change the positioning or rotation (and occasionaly scale) of an object.

You also can see there are three types of object in this scene, these were all made in the object editor in minutes. From setting values for scripts to chosing the object used, it is all handled through a familar interface.

Okidokey, best be off for a bit...may have a we crack at the part of the editor whch allows script customising...or i may go home !
Goodnight !
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