Marzec on 29/6/2021 at 06:57
Thank you Esse :) I know you can't wait, but you must :) Me and my team (again me and PinkDot) are very happy to see your comment :)
TomJetland on 4/7/2021 at 21:47
This is fantastic news! Just restarted playing Thief 2 OM's and stockpiling like 100 Fanmissions. Then, through the 2020 FM stats thread, I found out about your project literally 1 hour ago. I am very excited!
About 20 years ago I had a good look into DromEd and then decided to DropIt. Too cumbersome for me. When I have something in front of my imaginary eyes (or even from dreams), I want to manifest it as fast and as smoothly as possible, as long as the impression is still fresh. That's when the essence of what I am feeling can be communicated (same with music).
Once this gets released, I might finally be able to build those levels that are spooking in my head for a long time now!
What will be the scope of manipulation with Python in the FMEditor? How can knowledge of Python be incorporated in level design?
Greetings, TJ
Marzec on 5/7/2021 at 07:48
Hi Tom. Great to hear that :)
Quote:
What will be the scope of manipulation with Python in the FMEditor? How can knowledge of Python be incorporated in level design?
FMEditor will expose a Python API. And, similarily to DromEd command line, you will have a Python Console with a direct access to current editor objects and their APIs. This is still an early design idea, so that's all I can say.
PinkDot on 5/7/2021 at 15:21
Quote Posted by TomJetland
What will be the scope of manipulation with Python in the FMEditor? How can knowledge of Python be incorporated in level design?
Hi Tom,
I come from 3D animation backgrounds and have experience with such software as Maya or 3dsmax. In there, you have embedded Python editor, which allows you to execute any commands and query/edit any aspect of the scene interactively or run any Python script.
You can also build your own tools with GUI (dialogs), which can be integrated with the editor's GUI (e.g. adding menu and menu items). You can change applications' settings.
You can set up a start up script to execute certain commands or set up an environment for larger pipelines.
You can do some file I/O operations like loading and saving scenes and interact with operating system as well, etc...
Finally, you can share the scripts with others, so they can enjoy the same tools that you wrote.
I'd like to have the same for FMEditor.
This way you could write anything from simple scripts like 'set the texture of bottom face of all (or selected) cylinders to specific ID' to 'pre-release QC Checks of a mission' to creating your own fully procedural levels.
Up to you.
gamophyte on 5/8/2021 at 23:15
Wow, was away and it this community always surprises me when return. This is very exciting and will help immensely in certain areas of my mission! Thank you guys for working on this!
I do have one concern though; I haven't seen all the videos but on the first video, I saw moving chunks of brushes together, and even rotating a circle of window-sized brushes in place. Since this uses Dromed underneath, is this independent instructions to the brushes, or is it utilizing multibrushes? I hope they are purely using independent commands on each brush.
I worry about that micro fracturing issue as I call it, whereby if you move several brushes together as a multibrush group it doesn't actually care to snap to the grid correctly. Even if the brushes within the group were snapped and perfect distances from each other to start with, moving as a multibrush breaks them. You go and look afterward and see it snapped on .000004 of the grid. It would cause Portalization errors and the "find unsnapped" command cannot see such small values they're off by.
The way around this was to move the multibrush and then after closing group, "tease" each brush with a mouse move, to assure snapping into place.
Then, a wishlist item is for this editor to auto generate room brushes to fill out a detected air brush path, to help fill out odd shaped places all while not bleeding into near by room. Like how people have to create tessellating room brushes up ramps or in roofs. Perhaps only within an area you would first highlight before generating, so it doesn't unnecessarily room brush your whole mission.
Thanks!
Marzec on 6/8/2021 at 06:15
Quote:
Wow, was away and it this community always surprises me when return. This is very exciting and will help immensely in certain areas of my mission! Thank you guys for working on this!
Thanks gamophyte! Can I ask what do you mean specifically regarding areas of your mission? :)
Quote:
Since this uses Dromed underneath, is this independent instructions to the brushes, or is it utilizing multibrushes? I hope they are purely using independent commands on each brush.
We do not use Dromed at this point. Dromed is only used for portalization + other build related stuff and then game mode. We built our own environment totally from scratch and we can forget about multibrushes. You surely have to watch all other videos at this point ;) or at least the latest one :)
Quote:
Then, a wishlist item is for this editor to auto generate room brushes to fill out a detected air brush path, to help fill out odd shaped places all while not bleeding into near by room.
I like this idea very much. I think I will put this into our backlog now. By "tesselating room brushes" you mean to cover up irregular places with staircase-like setup of roombrushes, right?
Cheers,
Konrad
gamophyte on 6/8/2021 at 15:07
Quote Posted by Marzec
Thanks gamophyte! Can I ask what do you mean specifically regarding areas of your mission? :)
(
https://www.ttlg.com/forums/showthread.php?t=148683) - There's going to be so many chunks and debris that any advantage of quick placement and locking things into place, cloning objects, will help a lot. It is going to be tedious to do the debris and vegetation at different angles to feel visually natural.
Quote:
We do not use Dromed at this point. Dromed is only used for portalization + other build related stuff and then game mode. We built our own environment totally from scratch and we can forget about multibrushes. You surely have to watch all other videos at this point ;) or at least the latest one :)
Oops yes you're right. I think before I could get far, I was having fainting spells watching all those brushes moving haha :laff:.
Quote:
I like this idea very much. I think I will put this into our backlog now. By "tesselating room brushes" you mean to cover up irregular places with staircase-like setup of roombrushes, right?
Thanks! And yes, that's right, to cover our bases for irregular places because unlike one air cube to Shift+Insert you have to manually place many room brushes to fill out such areas.
The other benefit I was hoping for was to auto generate even for regular box air brushes; to still be able to select an area (volume) in total to auto room brush at once.
This will save a lot of time, and it could detect to do this for what is the air spaces. But, you don't want the outside of the city walls where the player doesn't go, so let the user select area volumes to auto air brush.
Anyway, once again, amazing project. I often wondered if this was possible but dismissed it as a pipe dream.
Godlike on 19/10/2021 at 03:32
These people deserves a bottle o vodka! I am super curious for next Devlog
Hit Deity on 20/12/2021 at 12:40
Quote Posted by Godlike
These people deserves a bottle o vodka! I am super curious for next Devlog
Should be soon, right?
Chaos on 27/1/2022 at 09:23
Soon-ish, maybe?
Great hopes for this project.