Getting Busy

I have no choice but back to college work. :-/ Noooo

Doing rigging for a flour sack lol that’s a good start really

Timmy’s tummy has a mini riggy! (>w<)”

Anyway, the current progress for LGE is… every single message box such as those shown below are coded and every single event trigered by each of the button below is also coded and linked to make it functional. Passion is needed for this. Sigh… but nevermind I’ve finished those lol. I need more passion for college assignments instead. :X

Current list of features that ported over from the old to new editor:

  • New/Save/Load Scene
  • Load Animated Mesh & Octree Mesh
  • Supported mesh format:
  • B3D files (.b3d)
  • Microsoft DirectX (.x)
  • Milkshape (.ms3d)
  • Quake 3 models (.md3)
  • Quake 2 models (.md2)
  • Irrlicht scenes (.irr)
  • Irrlicht static meshes (.irrmesh)
  • 3D Studio meshes (.3ds)
  • Alias Wavefront Maya (.obj)
  • Lightwave Objects (.lwo)
  • COLLADA 1.4 (.xml, .dae)
  • OGRE meshes (.mesh)
  • My3DTools 3 (.my3D)
  • Pulsar LMTools (.lmts)
  • Quake 3 levels (.bsp)
  • DeleD (.dmf)
  • FSRad oct (.oct)
  • Cartography shop 4 (.csm)
  • STL 3D files (.stl)
  • PLY 3D files (.ply)
  • All octree meshes will have automatically generated collision shapes
  • Animated meshes will be using bounding box as collision shape

To-do:

  • Port object picking (with enhanced multiple objects selection) from old program to new
  • Port transform, rotate, scale functions
  • Delete, duplicate
  • GUI for objects properties

Basically that’s it, for version 2.0. I’ll use just these features for the game and start building a playable level.

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