swordedit: Genesis - Let there be Light

Halo modding and gaming related applications.
Kayar
Delta Force
Posts: 4214
Joined: Mon Jul 16, 2007 11:59 am
Location: Elsewhere.

Post by Kayar » Tue Jun 24, 2008 6:57 am

Nah, you shouldn't have to. For me it just opens. What map are you opening, bloodgulch?
Image
~Kayar~
TaxiService wrote:You haven't seen like the 90% of the dicks i drew. Someday i'll make a website where people will be able to browse the contents of my old notebooks.
WilliamSub wrote:They flock with your hormones
MGM Sig

002
Ranger
Posts: 944
Joined: Wed Aug 16, 2006 5:48 pm
Location: ::1

Post by 002 » Tue Jun 24, 2008 7:10 am

yes. I'm tired of waiting

the spinning disk of death that used to be an arrow is making me dizzy

this is my computer:

Version 10.5.3
1.6 GHz PPC G5
512 max RAM. I'm waiting for help
Last edited by 002 on Tue Jun 24, 2008 7:23 am, edited 1 time in total.

Sparky
Delta Force
Posts: 4194
Joined: Wed Mar 31, 2004 8:59 pm
Location: New Jersey, USA
Contact:

Post by Sparky » Tue Jun 24, 2008 7:21 am

There should be a window already open in SwordEdit. If you close the main window, SwordEdit will not load the map.

Aside from this, I haven't had similar experiences.
Either you are groping for answers, or you are asking God and listening to Jesus.

002
Ranger
Posts: 944
Joined: Wed Aug 16, 2006 5:48 pm
Location: ::1

Post by 002 » Tue Jun 24, 2008 7:23 am

I didn't close the window.

I found the solution.
Løki wrote:A SPAWN POINT MAKER?!?!?! :shock: incredible sword... u keep working on this one... see that eschaton? ur SCREWED!!! :twisted:
No it isn't. He still hasn't covered meta editing (HMT and Entity.)

Also, you could add the ability to modify a scenery's z-cords.

Sparky
Delta Force
Posts: 4194
Joined: Wed Mar 31, 2004 8:59 pm
Location: New Jersey, USA
Contact:

Post by Sparky » Tue Jun 24, 2008 7:56 am

002 wrote:I found the solution.
Eureka!
002 wrote:Also, you could add the ability to modify a scenery's z-cords.
Select the object, choose translation mode, hold down the ctrl key and drag up and down.

I would like to see the coordinates listed in a box (x, y, z) and be able to manually change the dependency tags, for example, "vehicles/mp_banshee" and I would type in "vehicles/mp_warthog" or something like that.
Either you are groping for answers, or you are asking God and listening to Jesus.

sword
Ranger
Posts: 1077
Joined: Tue Feb 07, 2006 6:53 pm

Post by sword » Tue Jun 24, 2008 7:58 am

Yeah, I'll be including a nice help menu in the next version. It'll have detailed instructions on everything. Don't you worry about that.

I'm also deciding how to do detailed spawn editing. I think its going to be part of the spawn editor window, but I'm not totally sure how I want it to be arranged or work. Regardless, it'll give you all a huge level of control over the spawns.
The sword.

Image

Sparky
Delta Force
Posts: 4194
Joined: Wed Mar 31, 2004 8:59 pm
Location: New Jersey, USA
Contact:

Post by Sparky » Tue Jun 24, 2008 8:05 am

Can we also get a "drop to floor" feature that automatically aligns the bottom of the selected object to the top of the object directly below it? Perhaps it could be an arrow or a hot key. (cntrl-down arrow?)

I also would like to see the camera movement work more smoothly and the object translation (dragging around with the mouse) work more consistently. The 'move acceleration' slider doesn't seem to work as I would expect.

Congratulations on streamlining the memory usage - that was a very important and useful enhancement!
Either you are groping for answers, or you are asking God and listening to Jesus.

TaxiService
Night Stalker
Posts: 6887
Joined: Thu May 24, 2007 5:52 am
Location: 41.896198, 12.4165945
Contact:

Post by TaxiService » Tue Jun 24, 2008 11:00 am

what would be really useful:

- Hold right button to move camera

- The possibility to write the degrees of a rotated object.
(i mean, like a text box where you can write how much degrees you want for yaw, pitch and roll.)


...yeah. because you need two clicks if you want to move the camera while mobing something...

And, i cant never put something at 180° unless i stretch the window multiple times. (it's always 179 or 181...)


Sword. if you add that two things swordedit will be the perfect scenario editor. (when you will fix the vehicle duplicating thing.)

PS: anyway, Thanks for creating this app! goddamn useful!!!
  • TaxiService! Shitposting since 2007!
MGM Sig

Mac Hacker
Ranger
Posts: 1787
Joined: Tue Jul 10, 2007 9:07 pm

Post by Mac Hacker » Tue Jun 24, 2008 11:37 am

butsmex! anyway i got a tranny O-o i made in CE its awsome 100 thousand logs a grand ol brige as long as one end to the othert end of the island bsp



RATM! FTW!
TsGh

Sparky
Delta Force
Posts: 4194
Joined: Wed Mar 31, 2004 8:59 pm
Location: New Jersey, USA
Contact:

Post by Sparky » Tue Jun 24, 2008 3:20 pm

I'm having issues when I import somthing. After activating the scenery, the map gets trashed when I save it twice in a row.
Either you are groping for answers, or you are asking God and listening to Jesus.

xxxshooter
Veteran
Posts: 279
Joined: Wed Feb 27, 2008 3:38 pm
Contact:

Post by xxxshooter » Tue Jun 24, 2008 3:33 pm

blarg!! (i'm back!)

next thing needed is a sounds.map editor for mac!
Still in progress:
Image

sword
Ranger
Posts: 1077
Joined: Tue Feb 07, 2006 6:53 pm

Post by sword » Tue Jun 24, 2008 3:57 pm

xxxshooter wrote:blarg!! (i'm back!)

next thing needed is a sounds.map editor for mac!
Most of the data is stored in ogg vorbis or wav format. So go nuts.
The sword.

Image

Modzy
Green Beret
Posts: 3058
Joined: Fri Feb 22, 2008 11:06 pm
Location: Portland, OR

Post by Modzy » Tue Jun 24, 2008 4:13 pm

sword wrote:
xxxshooter wrote:blarg!! (i'm back!)

next thing needed is a sounds.map editor for mac!
Most of the data is stored in ogg vorbis or wav format. So go nuts.
How would we get excess to the wav files? They would be ease to edit on a Mac.

Sparky
Delta Force
Posts: 4194
Joined: Wed Mar 31, 2004 8:59 pm
Location: New Jersey, USA
Contact:

Post by Sparky » Tue Jun 24, 2008 4:16 pm

Sparky wrote:I'm having issues when I import something. After activating the scenery, I can't save it twice in a row without the map getting ruined.
So, essentially, I can import scenery, but I still have to swap it with other scenery in Eschaton before I can use it in SwordEdit.
Either you are groping for answers, or you are asking God and listening to Jesus.

sword
Ranger
Posts: 1077
Joined: Tue Feb 07, 2006 6:53 pm

Post by sword » Tue Jun 24, 2008 4:38 pm

Sparky wrote:
Sparky wrote:I'm having issues when I import something. After activating the scenery, I can't save it twice in a row without the map getting ruined.
So, essentially, I can import scenery, but I still have to swap it with other scenery in Eschaton before I can use it in SwordEdit.
If you've rebuilt a map with new scenery then you are able to import it into the scenario using the spawn creation editor. As soon as you import the scenery you will be able to use it. You don't need to save, it'll just automatically appear in the item swapping list.
The sword.

Image

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests