Netherforce [Editor Only]
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- Greenskin
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Netherforce [Editor Only]
We at Ambience Games have been working on a game called Netherforce for almost three months now, and we just thought we'll show you some screenshots from our editor. The game it self will probably be shown here in a month or so.
The GUI would probably have been done better using wxWidgets, but it's to late to change now.
Our engine uses a wide range of open source lib's along with Ogre, which will be discussed and credited when we release more information about the game. The add-on libraries that has been done around Ogre are in many cases very good, but a warning should be given that sometimes, rolling your own will save you time.
The aim of our Level Editor is to be able to design almost every aspect of a level, which we think we've managed quite well. Everything is scriptable with the help of, the somewhat bad chosen name, triggers which is shown on one of the screenshots below.
(click to enlarge images.)
This is the deform mode of the editor, which is used to deform the terrain (up/down and smooth)
The Pathfinding mode. Almost only used for debug, so we can see that the graph of a level is correctly generated. We save the graph, however, so we just load the already generated graph on the server when it's time to play.
The Paint mode, should be quite trivial to figure out what this does. Texture splatting.
The object mode is used for quite much. Static objects are placed, scaled rotated and configured to work with the physics (collision), but the big guys are triggers. Trigger are everything and nothing. They are there to be scripted, so they are used for soundsources, real 'trigger-points', spawn points.. etc.
The GUI would probably have been done better using wxWidgets, but it's to late to change now.
Our engine uses a wide range of open source lib's along with Ogre, which will be discussed and credited when we release more information about the game. The add-on libraries that has been done around Ogre are in many cases very good, but a warning should be given that sometimes, rolling your own will save you time.
The aim of our Level Editor is to be able to design almost every aspect of a level, which we think we've managed quite well. Everything is scriptable with the help of, the somewhat bad chosen name, triggers which is shown on one of the screenshots below.
(click to enlarge images.)
This is the deform mode of the editor, which is used to deform the terrain (up/down and smooth)
The Pathfinding mode. Almost only used for debug, so we can see that the graph of a level is correctly generated. We save the graph, however, so we just load the already generated graph on the server when it's time to play.
The Paint mode, should be quite trivial to figure out what this does. Texture splatting.
The object mode is used for quite much. Static objects are placed, scaled rotated and configured to work with the physics (collision), but the big guys are triggers. Trigger are everything and nothing. They are there to be scripted, so they are used for soundsources, real 'trigger-points', spawn points.. etc.
Last edited by asmo on Fri Apr 20, 2007 10:29 pm, edited 2 times in total.
- ArchAnemone
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- Greenskin
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Thank you all for you kind words (:
@ArchAnemone
Not sure what you are asking, but we will release more information about the game at a later stage.
@skullfire
We are using, heavily I might add, Lua to script alot of things in the game, including triggers. We have constructed, or are in the process of constructing, script API's for different parts and abstractions of the engine, which has been proven to be very helpfull. Especially for GUI and gameplay.
@ArchAnemone
Not sure what you are asking, but we will release more information about the game at a later stage.
@skullfire
We are using, heavily I might add, Lua to script alot of things in the game, including triggers. We have constructed, or are in the process of constructing, script API's for different parts and abstractions of the engine, which has been proven to be very helpfull. Especially for GUI and gameplay.
Last edited by asmo on Fri Apr 20, 2007 10:32 pm, edited 1 time in total.
- Kencho
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- jacmoe
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Very inspirational!
Looks real good - I want to see the game when it's ready!
Consider making your own unique CEGUI skin.
Looks real good - I want to see the game when it's ready!
Consider making your own unique CEGUI skin.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
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OgreAddons - the Ogre code suppository.
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- Greenskin
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We have a real CEGUI skin for the actuall game, but as Taharez (who made the default TaharezLook skin for CEGUI) is on the team, the skin used in the editor is actually our own, too :p We are considering changing the skin for the editor, but it is not a priority right now. I can just mention that Taharaz is a hell of alot better coder than he is a CEGUI skinner. (:jacmoe wrote:Very inspirational!
Looks real good - I want to see the game when it's ready!
Consider making your own unique CEGUI skin.
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- Greenskin
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It is a bloom-like compositor effect. Not the one that comes with the Ogre SDK, however.nikki wrote:How did you create the glow for the health-cross-like-green-marker-thing? Or are you running a bloom compositor? Because the tower in the first shot seems to blend slightly into the sky. Creates a cool (in the true sense of the word) effect.
EDIT: The health-cross is a trigger between, not an in-game model (:
- jacmoe
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I agree. But when Taharez made that skin, it was the best CEGUI skin available. And it still is the default.asmo wrote:I can just mention that Taharaz is a hell of alot better coder than he is a CEGUI skinner. (:
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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- Greenskin
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Indeed. The skin works very well for random use. I did not mean to drag it down (:jacmoe wrote:I agree. But when Taharez made that skin, it was the best CEGUI skin available. And it still is the default.asmo wrote:I can just mention that Taharaz is a hell of alot better coder than he is a CEGUI skinner. (:
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- Gnoblar
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Not to sidetrack too much, but I have a couple of other skins lying around that I've just not had the time to write proper imageset and looknfeel for. Though I'm sure you'll be plenty more impressed with our in-game gui skin, which was of course not made by me
We'll probably get some nice in-game screenshots posted in a few weeks, along with more game details
We'll probably get some nice in-game screenshots posted in a few weeks, along with more game details
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Looks really great! Especially the bloom is very nice touch.
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@Jerky
Yes, we are using PLSM2. The reason for why we diden't want to start a discussion about what add-ons we are using is becouse we've had so much problems with some of them that I don't want to encourage people to use those. If I had to chose again, we would have either rolled our own or waited for PLSM3 (which isen't really an alternative for us due to deadlines).
@smernesto
This is not a general purpose tool, thus it may be released but I doubt you can use it for anything else. It is designed to be used for our engine, but you could write your own loader and export your own things to lua (or any other scripting language), but in that case, writing your own tool would be quite trivial and not to time consuming.
Writing an editor with the support by your engine should be easy.
Yes, we are using PLSM2. The reason for why we diden't want to start a discussion about what add-ons we are using is becouse we've had so much problems with some of them that I don't want to encourage people to use those. If I had to chose again, we would have either rolled our own or waited for PLSM3 (which isen't really an alternative for us due to deadlines).
@smernesto
This is not a general purpose tool, thus it may be released but I doubt you can use it for anything else. It is designed to be used for our engine, but you could write your own loader and export your own things to lua (or any other scripting language), but in that case, writing your own tool would be quite trivial and not to time consuming.
Writing an editor with the support by your engine should be easy.