A minor setback

July 30, 2007 at 4:51 am | In Uncategorized | Leave a Comment

Unfortunately, it turns out that BZW 1.x objects like boxes and pyramids render differently than I had expected–their textures tile their faces, rather than being stretched with them. Getting that to be reflected in the editor has been a long and tedious process this week, and I’m only just getting boxes to work. This means that my original goal of reaching beta by August 1st is pretty lofty; it’ll probably happen a few days to a week later if all goes well.

On the upside, the editor is BZW 1.x compliant, as far as what it can render. All four bases, boxes, pyramids, and now teleporters show up in the 3D view. There is still some work to be done with teleporters (i.e. creating the dialog boxes that allow you to link them, rendering the linkage, etc), but those will come as soon as I get the proper texturing working. From the looks of things, getting texturing to work properly is only especially difficult in BZW 1.x objects, since BZW 2.x objects are all meshes anyway, and as such more easily managed by OSG :)

Here are some screenies of BZWorkbench in action as of late July 29th:

A few objectsScalingTeleporterCorneredDistortion

As you can see, the main method of manipulation is a set of 3D axes like in Blender.  Simply click and drag.  If I want to move an object along the X axis, I double-click the object, and click-n-drag the X axis (and all selected objects will move along the X axis).  Same goes for Y and Z.  To scale objects, do the same but hold down the “S” key.  The tips of the axes will be replaced by cubes to indicate you’re about to scale.  To rotate objects, hold down the “R” key and click-n-drag perpendicular to the axis.  The tips of the axes will be replaced by spheres; the idea of dragging perpendicular to the axes is that you’re rolling the sphere at the end like a trackball*.  The 4th picture from the left is a pic of Winny’s Cornered map.  That last picture is one of the texture distortion I’m trying to correct.

*Yes, I know the UI sucks right now.  I’m open to any suggestions; I’m putting off changing it until most of if not all of the objects can be rendered and configured via FLTK GUIs, so you have until then to let me know :)

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