PyroEditor - Radical Source

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jacmoe
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Post by jacmoe » Thu May 19, 2005 8:17 pm

I would like to point out, that I also found another editor in that ancient thread:
Tread 3D from Prospect Vector.
It was meant to be the mother of all bsp-level editors.
Unlike pyroeditor, the site is still up:
http://www.planetquake.com/tread/

((At least the code don't have to be translated))

Personally I find the code behind Tread 3D much cleaner than PyroEditor.
The latter is much leaner .. :wink:
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DarkSeraph
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Post by DarkSeraph » Thu May 19, 2005 9:17 pm

It also hasn't been touched for 2 years. I think this might be better than PyroEditor, especially since it comes with a GDFEditor so you can create your own entities, which will vary per game, but we can also include general Ogre entities.

Just out of curiousity, why are there so many projects using lightmaps instead of dynamic lighting?
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Post by Lioric » Thu May 19, 2005 10:44 pm

Look at those projects date and you have the answer to your question

Today its still used but mixed with dynamic light

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Post by DarkSeraph » Thu May 19, 2005 11:03 pm

Ok, that begs the next question:

Why would you use both? I would think you would use one or the other.
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Post by Lioric » Fri May 20, 2005 3:23 am

Because not all lights will be dynamic, usually only a few set of lights will be, and updating the light each frame for static lights makes no sense (if what you want is not per-pixel light of course), kind of bsp levels where all the light is precomputed but there is dynamic light for special lights or for example the weapons light like a rocket light or some particles

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Post by jacmoe » Fri May 20, 2005 7:04 am

Status update:

PyroEditor does compile almost right out of the box.

Tread 3d, on the other hand, uses a library called cj60.lib -> A mfc extension library ("updated to Visual Studio 6.0") - and does not compile right out of the box.
There was some errors in the mfc code ... interface changes most likely.
I managed to get the error count down to 3.


PyroEditor is nice.
It is WorldCraft inspired.

Tread 3D seems to support Quake formats up to Quake3 - not bad.
Code is object-oriented.
Someone wants to hack it - would be cool.

PyroEditor code is *not* OO - and I hate that.
But it is small (ish) and works.

I vote in favour of PyroEditor.
We need someone to browse through the source and translate any Turkish to English.
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Re: pyroeditor

Post by DarkSeraph » Fri May 20, 2005 4:24 pm

Honestly, either one works for me, they are both just like Worldcraft.
sgrgc wrote:i have translated most of the code(tooltips and resources) to english.
and I thought someone had translated it, I just haven't emailed him yet because I wasn't sure about Tread3D or PyroEditor, but I'll email him now and then host it when I get it.
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Post by SomeFusion » Fri May 20, 2005 8:25 pm

There's another option: The Freeworld Editor

It looks like its real OOP and its written with DevC++.

*edit* No its not real OOP it looks more like a wired mix between C and C++ */edit*
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