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#261 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,490
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#262 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,490
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I have to say, it's come a long way. I'm starting to forget what it was like, (in)stability wise.
The only common crashes now are, I think, something akin to null pointer bugs when doing things like moving a control point and accidentally trying to place before choosing. |
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#263 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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I like to think it is becoming more user friendly
![]() Like you said, there are still areas that need attention before looking into proper 'new' features though |
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#264 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,490
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This isn't a LevelEd issue per se, but I didn't want to create another huge stampede of posts from the horde of AMOS practitioners here...
![]() I wasted my entire lunch break today trying to figure out why on Earth I couldn't generate non-corrupted lightsourced bitmaps using the included 256Lit / CompressHQN (formerly called compresslight in the original editors). The workflow is that you provide 5 images. The first is a basic colourmap of the object frames. The next four are 31-greyscale images (index 0 the background is reserved and can be any colour) of the object frames illuminated from top, bottom, left and right respectively. The 256lit converts these to a cryptically named HQN file (I am assuming that N might stand for "normals" here, in the bumpmappy sense) and a palette file. You then have to use the other tool to compress the HQN file into the more regular "wad" and "ptr" files. Each time I was getting an in-game result where the overall colourmap was sensible but the lighting components were totally trashed. This is odd, because I successfully incorporated other examples from the source code release back in the 90's. It turns out the problem was something stupid. My left/right/top/bottom lightmap .iff files had been saved with a stencil from the edits I was making. Reloading and freeing those resulted in the "correct" lightmapped in game result. The connection with LevelEd is that it's built-in IFF -> HQN converter doesn't seem to work at all. |
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#265 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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@Karlos
Quote:
is this the same behaviour you get? |
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#266 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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IFF -> HQN converter raised as an issue on github
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#267 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,490
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That is one behaviour. If I tell it the filename wirh a .hqn extension, it fails silently. You end up with a .wad and .ptr file that are basically empty.
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#268 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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Quote:
Last edited by abu_the_monkey; 04 August 2023 at 00:56. |
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#269 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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started working on having different keyboard shortcuts for different edit modes.
F1 cycles the mode top row number keys select the button mode 1. geometry keys 1 = +/- points 2 = define zones 3 = define heights 4 = define doors 5 = define lifts mode 2. textures keys 1 = lower roof graphics 2 = lower wall graphics 3 = lower floor graphics 4 = upper roof graphics 5 = upper wall graphics 6 = upper floor graphics mode 3. lighting keys 1 = upper point brightness 2 = lower point brightness 3 = upper wall bright offset 4 = lower wall bright offset mode 4. objects keys 1 = add object 2 = move object 3 = delete object 4 = place player mode 5. control points keys 1 = add control points 2 = move control points 3 = link control points 4 = link lower zone to control points 5 = link upper zone to control points still need to add text to indicate what mode you are currently in but seems to work as expected. which is nice ![]() |
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#270 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,490
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Quote:
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#271 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,490
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![]() Quote:
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#272 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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they do but if you are in the mode for lighting you will not know and will not know how many times to cycle the mode select with F1 to get to say geometry mode.
maybe the F keys 1-5 should set the edit mode? |
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#273 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,490
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Right, yes, I see what you mean. Maybe it can be displayed as an extra string in the stats overlay panel?
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#274 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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I was going to see if there was a way to shoehorn it into the title bar so it will not add any more furniture to the main window.
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#275 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,490
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I've donwnloaded the version you posted but at least for me, F1 appears to cycle through the buttons on the main toolbar in order and the regular number keys don't appear to do anything?
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#276 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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give me 10 minuets, I will upload the latest build
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#277 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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here it is, the correct version this time
Last edited by abu_the_monkey; 01 October 2023 at 16:53. |
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#278 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,490
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#279 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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#280 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,490
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This is awesome! Very simple to navigate. I do have a couple of things to note though:
1. It would be nice to have an option to switch to "no tool view", e.g. press zero or something to move to one of the unused tool modes. 2. If a popup window is selected, the main application still switches context when pressing any of the shortcut keys. This may be a problem because some have numeric input boxes and if you type accidentally without highlighting the box, you are suddenly in a different tool view. OTOH, maybe you really do want to switch tool views immediately. I think the best way to do that is to perhaps use the other function keys rather than the number line. |
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