Deleted
Deleted Member
Gems: 0
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Post by Deleted on Aug 18, 2016 16:33:33 GMT
I tried it for the first time, and I am quite pleasantly surprised! Also:
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Maxalien12
Lvl 33 Hunter of Gems
I'm here lel
Gems: 568
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Post by Maxalien12 on Aug 18, 2016 19:34:17 GMT
I tried it for the first time, and I am quite pleasantly surprised! Also: Yeah! Get N.O.D.E Now! It's free! You can make paths easily! Tell your friends! Go and have fun!
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konisbored
S
The Owl Detective
There is no greater mystery in humankind than collective group-think behaviour.
Gems: 1,033
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Post by konisbored on Aug 19, 2016 2:51:00 GMT
I tried it for the first time, and I am quite pleasantly surprised! Also: Ah, thanks, was it above expectations? (are there even expectations?) As a coder, I've learnt that the best way to make a program is to make it simple, so even the dumbest people can use it. Thanks for that picture, honestly the more people use N.O.D.E the better, the more mods we'll get since lazy people get their work cut out for them.
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Darth Ironclad
Lvl 37 Hunter of Gems
Gamer,just your all around nerd
Gems: 687
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Post by Darth Ironclad on Aug 19, 2016 16:27:54 GMT
i have 1 problem...cant see the where a exactly put the nodes...lol
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konisbored
S
The Owl Detective
There is no greater mystery in humankind than collective group-think behaviour.
Gems: 1,033
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Post by konisbored on Aug 20, 2016 3:50:37 GMT
i have 1 problem...cant see the where a exactly put the nodes...lol Oh, you're not the only one. "Show Visible Vertices" is Bobik's other so-called "must have" features when he sent me the feature list. Unfortunately I'm having a lot of hell trying to code it. I hope to at least get some beta version (aka half-broken feature) of it to work by the next release though.
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剣と盾
O
Royal Advisor
Why are you reading this? Go to the new forum.
Gems: 3,028
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Post by 剣と盾 on Aug 20, 2016 12:33:44 GMT
i have 1 problem...cant see the where a exactly put the nodes...lol Oh, you're not the only one. "Show Visible Vertices" is Bobik 's other so-called "must have" features when he sent me the feature list. Unfortunately I'm having a lot of hell trying to code it. I hope to at least get some beta version (aka half-broken feature) of it to work by the next release though. To be honest for complete path accuracy, a line could be visible as you click on to create path points showing where the spheres will go. It sounds kind of hard to do or something simpler, a "path test" option where a scarab (or whatever you want to put in) goes from start to finish on the created path.
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konisbored
S
The Owl Detective
There is no greater mystery in humankind than collective group-think behaviour.
Gems: 1,033
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Post by konisbored on Aug 20, 2016 12:50:05 GMT
Oh, you're not the only one. "Show Visible Vertices" is Bobik 's other so-called "must have" features when he sent me the feature list. Unfortunately I'm having a lot of hell trying to code it. I hope to at least get some beta version (aka half-broken feature) of it to work by the next release though. To be honest for complete path accuracy, a line could be visible as you click on to create path points showing where the spheres will go. It sounds kind of hard to do or something simpler, a "path test" option where a scarab (or whatever you want to put in) goes from start to finish on the created path. Both were suggested by Bobik. He's my harshest critic. Right now, I'm not to bite off more than I can chew though. Trying to code a working "Show Visible Vertices" function is already hell enough since it relies on movie clip depth, an area I have zero expertise in. Honestly, once I can get all the vertices to show properly, the lines shouldn't be too bad, and maybe a test scarab if I'm feeling lucky. The problem of course, is that's the base feature a pain to code and debug without anticipating the many, many ways this can be broken. "Visible Vertices" for new "background support" roadblock.
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剣と盾
O
Royal Advisor
Why are you reading this? Go to the new forum.
Gems: 3,028
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Post by 剣と盾 on Aug 20, 2016 12:53:47 GMT
To be honest for complete path accuracy, a line could be visible as you click on to create path points showing where the spheres will go. It sounds kind of hard to do or something simpler, a "path test" option where a scarab (or whatever you want to put in) goes from start to finish on the created path. Both were suggested by Bobik . He's my harshest critic. Right now, I'm not to bite off more than I can chew though. Trying to code a working "Show Visible Vertices" function is already hell enough since it relies on movie clip depth, an area I have zero expertise in. Honestly, once I can get all the vertices to show properly, the lines shouldn't be too bad, and maybe a test scarab if I'm feeling lucky. The problem of course, is that's the base feature a pain to code and debug without anticipating the many, many ways this can be broken. "Visible Vertices" for new "background support" roadblock. Even though that would take long, it beats using Paint + Notepad any day lol.
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konisbored
S
The Owl Detective
There is no greater mystery in humankind than collective group-think behaviour.
Gems: 1,033
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Post by konisbored on Aug 20, 2016 13:04:54 GMT
Both were suggested by Bobik . He's my harshest critic. Right now, I'm not to bite off more than I can chew though. Trying to code a working "Show Visible Vertices" function is already hell enough since it relies on movie clip depth, an area I have zero expertise in. Honestly, once I can get all the vertices to show properly, the lines shouldn't be too bad, and maybe a test scarab if I'm feeling lucky. The problem of course, is that's the base feature a pain to code and debug without anticipating the many, many ways this can be broken. "Visible Vertices" for new "background support" roadblock. Even though that would take long, it beats using Paint + Notepad any day lol. Once I added the ability to add manual input for accuracy freaks like you there was no reason to ever use the old method. Eh, I know it isn't perfect now, but it's certainly better than the old tedious way, and I'm trying to make it more convenient for you all. (because the more convenient it is to everyone, the more it is to ME when I eventually steamroll a levelpack to show what this thing is capable of. )
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Deleted
Deleted Member
Gems: 0
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Post by Deleted on Aug 22, 2016 9:56:40 GMT
Maybe I will remake not-curved Paths from LFM 1-3, NODE didn't exist on their release's day
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konisbored
S
The Owl Detective
There is no greater mystery in humankind than collective group-think behaviour.
Gems: 1,033
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Post by konisbored on Aug 22, 2016 23:34:57 GMT
Alright, pretty major update since we discovered how to unpack and extract Luxor: 5th Passage files. All of this will be in the documentation of v1.2, but for now here's a footnote. Luxor 5th Passage path files are VERY easily transferable to N.O.D.E, not only is it a path.obj file, but unlike the official Luxor 1/AR/2 path.obj files, almost of of their face lists are in linearly descending numerical order, which FYI, is the exact same method N.O.D.E uses to make its path.obj files. What does this mean? This means that, like what Maxalien12 said in the 5th Passage thread, it fits the requirements of the beta path importer (ie: face list in linearly descending order). This means N.O.D.E can import the path files correctly! In fact, the paths can be directly imported and exported out of N.O.D.E to make a Luxor 1/Amun Rising compatible path.obj file. Why import into N.O.D.E instead of copying the file directly? Well, for one, its referencing an object that doesn't exist: .lwo files is 1/AR/2, it references Line1/2, an actual object, or some nonsense in 5th Passage, plus when I opened it in Notepad++, the last symbol in the file said NULL, which means some weird code reference we don't want. Really, it's for safety, I guess. There are still some path.obj files that can't be imported correctly because their face list aren't in order (ie. most of the Luxor 2 levels, bonus stages), but most of the regular levels should be perfectly importable. As of now, rejoice, N.O.D.E is powerful enough that it can actually import an external path.obj file! I'll try to include some 5th Passage compatibility support in the future since I wasn't expecting this.
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剣と盾
O
Royal Advisor
Why are you reading this? Go to the new forum.
Gems: 3,028
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Post by 剣と盾 on Aug 22, 2016 23:41:47 GMT
Alright, pretty major update since we discovered how to unpack and extract Luxor: 5th Passage files. All of this will be in the documentation of v1.2, but for now here's a footnote. Luxor 5th Passage path files are VERY easily transferable to N.O.D.E, not only is it a path.obj file, but unlike the official Luxor 1/AR/2 path.obj files, almost of of their face lists are in linearly descending numerical order, which FYI, is the exact same method N.O.D.E uses to make its path.obj files. What does this mean? This means that, like what Maxalien12 said in the 5th Passage thread, it fits the requirements of the beta path importer (ie: face list in linearly descending order). This means N.O.D.E can import the path files correctly! In fact, the paths can be directly imported and exported out of N.O.D.E to make a Luxor 1/Amun Rising compatible path.obj file. Why import into N.O.D.E instead of copying the file directly? Well, for one, its referencing an object that doesn't exist: .lwo files is 1/AR/2, it references Line1/2, an actual object, or some nonsense in 5th Passage, plus when I opened it in Notepad++, the last symbol in the file said NULL, which means some weird code reference we don't want. Really, it's for safety, I guess. There are still some path.obj files that can't be imported correctly because their face list aren't in order (ie. most of the Luxor 2 levels, bonus stages), but most of the regular levels should be perfectly importable. As of now, rejoice, N.O.D.E is powerful enough that it can actually import an external path.obj file! I'll try to include some 5th Passage compatibility support in the future since I wasn't expecting this. Absolutist did something right in Luxor 5th passage But... Some of the paths are kinda plain lol, so we could fix them in N.O.D.E.
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konisbored
S
The Owl Detective
There is no greater mystery in humankind than collective group-think behaviour.
Gems: 1,033
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Post by konisbored on Aug 22, 2016 23:51:02 GMT
Alright, pretty major update since we discovered how to unpack and extract Luxor: 5th Passage files. All of this will be in the documentation of v1.2, but for now here's a footnote. Luxor 5th Passage path files are VERY easily transferable to N.O.D.E, not only is it a path.obj file, but unlike the official Luxor 1/AR/2 path.obj files, almost of of their face lists are in linearly descending numerical order, which FYI, is the exact same method N.O.D.E uses to make its path.obj files. What does this mean? This means that, like what Maxalien12 said in the 5th Passage thread, it fits the requirements of the beta path importer (ie: face list in linearly descending order). This means N.O.D.E can import the path files correctly! In fact, the paths can be directly imported and exported out of N.O.D.E to make a Luxor 1/Amun Rising compatible path.obj file. Why import into N.O.D.E instead of copying the file directly? Well, for one, its referencing an object that doesn't exist: .lwo files is 1/AR/2, it references Line1/2, an actual object, or some nonsense in 5th Passage, plus when I opened it in Notepad++, the last symbol in the file said NULL, which means some weird code reference we don't want. Really, it's for safety, I guess. There are still some path.obj files that can't be imported correctly because their face list aren't in order (ie. most of the Luxor 2 levels, bonus stages), but most of the regular levels should be perfectly importable. As of now, rejoice, N.O.D.E is powerful enough that it can actually import an external path.obj file! I'll try to include some 5th Passage compatibility support in the future since I wasn't expecting this. Absolutist did something right in Luxor 5th passage But... Some of the paths are kinda plain lol, so we could fix them in N.O.D.E. Yeah, too bad I don't have too many edit features yet except mirroring and reversing...that's pretty brutal actually. Or you could import the background files and make a new path from scratch. Maybe we'll make better paths than them. :kappa: On a sidenote, it seems they redid the path.obj files of the Luxor 3 levels, so we get them for free too. Who thought selling out would benefit is in the end?
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konisbored
S
The Owl Detective
There is no greater mystery in humankind than collective group-think behaviour.
Gems: 1,033
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Post by konisbored on Aug 25, 2016 3:33:10 GMT
Good news! I managed to get a half-baked version of Show Visible Vertices to work! This will show the last vertice you added. (see the little cross?) Now bad news: don't expect this version out anytime soon. As I said, N.O.D.E will come out when I feel like it, mid-Sep.
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剣と盾
O
Royal Advisor
Why are you reading this? Go to the new forum.
Gems: 3,028
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Post by 剣と盾 on Aug 25, 2016 3:35:55 GMT
Good news! I managed to get a half-baked version of Show Visible Vertices to work! This will show the last vertice you added. (see the little cross?) Now bad news: don't expect this version out anytime soon. As I said, N.O.D.E will come out when I feel like it, mid-Sep. boi gimme da n.o.d.e nao :kappa: That cross is rather tiny, on a serious note.
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