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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Requesting any tools/plugins?
Requesting any tools/plugins?
2005-05-13, 2:10 PM #1
I r an experienced c++ programmer, bored, and desire some more user interface experience. Have an idea for a jed plugin or a jk tool? Vomit it out here and maybe I'll make it.
[ B A H ]
Bad *** by nature,
Hackers by choice
2005-05-13, 2:17 PM #2
A nice 3DO tool would be boolean functions like subract, multi-surface extrude, bevel, etc. Merging vertices together (Moving 2 vertices that are selected to the same point), breaking a vertex in 2, and other vertex functions would be nice.

Taking a 3DO made from, say, MS3D and taking all planes and merging the surfaces. See, MS3D makes a single square plane into 2 triangular planes. This can be a pain for texturing. A program that detected all planes and merged surfaces on that plane (Of 4 vertices; I don't know. You COULD run the risk of having multiple surfaces that aren't correlated on the same plane. Perhaps if the vertices for that plane were all connected by edges?) would make texturing easier, and would lessen the number of layers the model would need to have, and might make seifer's cog less needed, since a lot of us use tri-polygonal modelers.

I'm sure if I thought I could think up many more.

JediKirby
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
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2005-05-13, 4:24 PM #3
BAH_Strike! sup?

By any chance do you still have Cogginator, your object counting program?

ReT
2005-05-13, 4:44 PM #4
A plugin that makes generically sweet-*** levels in the time it takes a weasel to slither into foliage and disappear from sight. (Approx. 5.2 seconds)
2005-05-14, 1:27 AM #5
Original Cogginator zip
http://binarydemons.com/~strike/files/cogginator.zip


Coggit (has built in object 'bank' and ability to auto-rip lines of code into objects)
http://binarydemons.com/~strike/files/coggit.zip


Parser VB module (source code)
http://binarydemons.com/~strike/files/parser.zip


CutMaster2 plugin (place dll in your jed/plugins directory)
http://binarydemons.com/~strike/files/cutmaster2.zip



Please note that cutmaster is still in development.
[ B A H ]
Bad *** by nature,
Hackers by choice
2005-05-14, 7:39 AM #6
Thank you so much! That was way more than I thought you would give me. Heck, I thought you might not have it anymore lol.

For an idea(this might be too hard), a small box in the corner of JK to replace the current chat. It would log aswell. I have no idea how it would work, maybe someone would host a small server file on their computer or something. I realize this would probally be too much work as it probally requires figuring out winsock stuff or whatever you need to get the computers to see each other.

ReT
2005-05-14, 8:46 AM #7
What does CutMaster2 do?
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2005-05-14, 10:52 AM #8
BTW- How about a plugin that'll 'scale to fit' a texture to a single surface AND/OR wrap a texture around multi-selected aligning surfaces? That would make texturing maps and models a breeze!

Also the idea that Kirby had with merging all possible planar surfaces would be useful for us mappers, too! After a while, I get all too many needless cleaves and whatnot... it would be nice to be able to clean them up with a simple plugin.... especially before I run lighter.

Also, on the same riff, how about a plugin that merges all possible sectors (provided the result would be convex sector, and the original adjoin didn't have a GEOSET 4 flag enabled)? This would go hand in hand with the surface merging plugin, since you'd have to use that afterward.

Or maybe you could work with Sige to further enhance his lighter plugin??
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2005-05-14, 10:55 AM #9
A plugin that extruded multiple, multi-selected surfaces at the same time would be a Godsend.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-14, 1:01 PM #10
I vote for:
"wrap a texture around multi-selected aligning surfaces"

also :-)
-= Jedi Knight I forever =-
2005-05-14, 1:16 PM #11
Do you still have any of the JK Jurassic Park stuff?
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-05-15, 5:15 AM #12
Wow! lots of posts

A lot of the plugin ideas you guys are tossing out are not only great, I might be able to pull some of them off, as well. I DEFINITELY agree that some planar surface merging, texturing utilities, and sector cleanup tools would be mighty useful.


Why did I bother to write CutMaster? I was/am working on an in-game JK movie/sitcom and got the idea to make a timeline-based list of events, since thats all writing cutscene cogs generally is - lots of little code snippits seperated by Sleep() calls. Yes, I did steal the timeline 'design' from macromedia flash.


I'm working on another tool right now as I write this in fact; haven't closed the project since I started it, and am almost done.

The tool is called LOD Editor, and I'm simply writing it because I don't think there's even a jk tool out there that lets you add extra LOD (level of detail) meshes to a 3do.

This is the main window of the LOD editor tool. The four squares are LOD mesh viewers - each one is programmed to render the seperate LOD meshes of the current model, if they exist. In the screenshot, the top two mesh viewers are active (.3do loader is not finished yet so they are just drawing a rotating line - it looks 2d but it is 3d opengl), and the bottom two are inactive.
[http://binarydemons.com/~strike/files/lodeditor.JPG]

An "LOD mesh", or Level of Detail mesh, is an extra copy of the 3do, but made up of slightly less number of vertices, therefore it looks almost the same, but can be drawn faster and the slightly crappier detail is not as noticable. ALL 3dos contain at least one LOD mesh; extra meshes can be added, and these are used in place of the original when at increasing distances from the object in-game.

LEC has done this to almost all of their actor models; this is why stormtroopers or other players, for example, get all blocky when you start walking away from them, and eventually are drawn as a single faces.

JED 3d preview draws models at their lowest-quality LOD mesh.
[http://binarydemons.com/~strike/files/lodexample.JPG]


Ok, back to work on the 3do class!


BTW Lord_Grismath, I think all that I have left of the JP:TC is the jeep cog; if even that.
[ B A H ]
Bad *** by nature,
Hackers by choice
2005-05-19, 2:51 PM #13
So I'm wondering how soon it'd be until we could get a surface merging tool... I'd love to convert some of my newly created models ASAP.

JediKirby
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2005-05-20, 10:51 AM #14
I've got an idea. A plugin that creates a maze either from a picture, or randomly, And in any shape!

I had this thought of a program where you could specify how big the maze arena is in X,Y,Z, then specify how big the maze corridors are, and finaly what shape if it is pipe (specify how many sides it has), square, triangle, from a picture, etc. and also (maybe) if it shall have curved corners (thereby using a bit of GetBent's techniques).

Just a thought, that I've had ever since JKEdit.

/Edward
Edward's Cognative Hazards
2005-05-20, 2:05 PM #15
Edward seems to have some obsession with mazes. I don't think I've ever seen a maze in a level for any game, expect maybe Purgatory, but that was garbage.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-05-22, 3:35 PM #16
How about something to save MP games? A little far-fetched, I know, but it might come in handy.

ReT
2005-05-22, 7:32 PM #17
Already done. Check the bin loader at http://jkhub.massassi.net
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-05-24, 7:34 AM #18
Okay, I could really use this LOD creater program. How's it coming along?
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2005-05-28, 7:42 PM #19
So, are we going to get to see any of these great plug-ins?
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-05-30, 6:31 PM #20
A better matl wrapper thing.

Force Remap doesn't like me.
2005-05-31, 7:36 AM #21
If it's a plugin for jed it'd probably run faster too.

FR is rather slow on my comp, and occasionally refuses to open some 3dos (by crashing itself -- illegal operations and such).
May the mass times acceleration be with you.
2005-05-31, 7:16 PM #22
Quote:
Originally posted by Daft_Vader
So, are we going to get to see any of these great plug-ins?
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-06-01, 10:19 AM #23
A level editing plugin that turns sectors into brushes and a serries of brushes into sectors...

Kind of like the HL2/Source level editor. That method of using brushes... Or something close to it.
2005-06-20, 2:54 PM #24
It would be useful to be able to adjoin two coplanar surfaces which are not the same shape. Sometimes it's really really tedious to cleave one to match the other. For example, an oddly shaped doorway against a flat wall. The plugin would cleave the wall to match the shape of the doorway.
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2005-06-20, 5:24 PM #25
I think there's already a plugin for that vader. I'm not entirely sure though.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-06-20, 8:15 PM #26
Quote:
Originally posted by SG-fan
I think there's already a plugin for that vader. I'm not entirely sure though.

Really, I've never seen it? :confused:

It'd be great if that was the truth though, such a plugin would make my current level ten times easier to complete and far less time consuming.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-06-20, 8:42 PM #27
Ok, now I'm actually gonna have to look for it :p I'll post back if I can find it.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-06-20, 8:44 PM #28
AdjoinJiffy does half of what lordvader is suggesting -- adjoins 2 surfaces with the same number of vertices. However, it will not alter the number of vertices on either surface so they have the same -- you have to do that yourself.
May the mass times acceleration be with you.
2005-06-20, 9:00 PM #29
Ok, the plugin Adjoin Jiffy kinda does what you're asking. It sometimes works for me, (not always) but the drawback is that you have to have the same number of verticies on each surface.
I never found it reliable (maybe I just used it wrong) but it has worked. I don't like it since I can't control the cleaves it makes, but that would defeat the purpose of having a plugin in the first place...

[edit] whoa, I did not just spend the last 15 minutes researching/typing this. Wow. Ok, Slaw wins :( [/edit]
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-06-20, 9:10 PM #30
Quote:
Originally posted by SG-fan
[edit] whoa, I did not just spend the last 15 minutes researching/typing this. Wow. Ok, Slaw wins :( [/edit]
I know that feeling all too well... :o :rolleyes:

You can adjoin-semi-jiffy (manually) by checking "Snap to grid", selecting a vertex, hitting Shift+S, and then select the corresponding vertex and just drag it until it snaps to the same position as the first vertex (you'll probably have to drag from at least 2 cam angles). When all vertices are "matched up", (you can merge vertices or cleave edges as needed) you may then adjoin.

Dunno how much that actually helps anyone but I do find occasional use for this technique :)
May the mass times acceleration be with you.
2005-06-21, 5:10 AM #31
Um, select the two surfaces to be joined, then press 'J'. Doesn't do anything efficiently, but it does it and has for quite some time.
Detty. Professional Expert.
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2005-06-21, 1:37 PM #32
I didn't know that worked for surfaces -- I (for some reason) thought it only worked with sectors... :rolleyes:
May the mass times acceleration be with you.
2005-06-21, 3:01 PM #33
Quote:
Originally posted by DeTRiTiC-iQ
Um, select the two surfaces to be joined, then press 'J'. Doesn't do anything efficiently, but it does it and has for quite some time.

...you are a beautiful person.
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2005-06-22, 5:40 AM #34
that's what all the men say.

but none of the women :(
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