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Author Topic: Game: WorldTool public release 3  (Read 991 times)
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Momoko_Fan
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« on: July 08, 2008, 02:37:21 PM »

Download

Feature highlight
  • Entity placement and positioning, it is now possible to place entities onto the terrain. In selection mode, you can drag an entity around to move it.
  • Brush indicator, shows you the influence size of the current brush
  • TextureSet editing, you can now modify and create texturesets inside the editor
  • NEW: Smooth tool
  • NEW: Undo/Redo, only supports terrain editing concurrently and has some bugs
Known Issues List

1. Undo: If you drag your mouse from one tile to another while editing in terrain mode, the undo will only restore the first tile you clicked on.
2. Undo: Undo does not properly update the heights of entities raised by the raise tool
3. Rendering: Transparent faces show incorrectly (Fix in progress)
4. Save/Load: Opening a world with entities on it will cause a crash
5. Linux Only: Crash because of incorrect library path.. (Fixed?)
6. Undo: Currently only supported for terrain editing
7. Texturing: Painting near edge does not paint in adjecent tile group
8. Textureset editor: null pointer crash when creating new texture
9. Save/Load: The extension is not properly appended to saved files
10. Undo: Ctrl-Z should be undo key


<a href="http://vimeo.com/moogaloop.swf?clip_id=1305992&amp;server=vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=01AAEA" target="_blank">http://vimeo.com/moogaloop.swf?clip_id=1305992&amp;server=vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=01AAEA</a>
qubodup
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« Reply #1 on: July 08, 2008, 03:09:18 PM »

Code: [Select]
$ java -jar WorldTool.jar
java.lang.UnsatisfiedLinkError: no lwjgl in java.library.path
        at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1682)
        at java.lang.Runtime.loadLibrary0(Runtime.java:823)
        at java.lang.System.loadLibrary(System.java:1030)
        at org.lwjgl.Sys$1.run(Sys.java:72)
        at java.security.AccessController.doPrivileged(Native Method)
        at org.lwjgl.Sys.doLoadLibrary(Sys.java:65)
        at org.lwjgl.Sys.loadLibrary(Sys.java:81)
        at org.lwjgl.Sys.<clinit>(Sys.java:98)
        at com.jme.util.lwjgl.LWJGLTimer.<clinit>(LWJGLTimer.java:67)
        at com.gibbon.jme.context.lwjgl.LWJGLContext.init(LWJGLContext.java:190)
        at com.gibbon.jme.context.lwjgl.LWJGLContext.start(LWJGLContext.java:85)
        at com.gibbon.tools.world.WorldTool.createCanvas(WorldTool.java:295)
        at com.gibbon.tools.world.WorldTool.initComponents(WorldTool.java:317)
        at com.gibbon.tools.world.WorldTool.<init>(WorldTool.java:207)
        at com.gibbon.tools.world.WorldTool$36.run(WorldTool.java:1293)
        at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209)
        at java.awt.EventQueue.dispatchEvent(EventQueue.java:597)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:273)
        at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:183)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:173)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:168)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:160)
        at java.awt.EventDispatchThread.run(EventDispatchThread.java:121)
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
        at com.gibbon.tools.world.WorldTool.initComponents(WorldTool.java:381)
        at com.gibbon.tools.world.WorldTool.<init>(WorldTool.java:207)
        at com.gibbon.tools.world.WorldTool$36.run(WorldTool.java:1293)
        at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209)
        at java.awt.EventQueue.dispatchEvent(EventQueue.java:597)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:273)
        at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:183)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:173)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:168)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:160)
        at java.awt.EventDispatchThread.run(EventDispatchThread.java:121)

:(
Momoko_Fan
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« Reply #2 on: July 08, 2008, 03:22:36 PM »

"Write once, debug everywhere"..
Try:
Quote
java -Djava.library.path=. -jar WorldTool.jar

Or put the native libs (*.so) in some subdirectory and replace the dot with the dir name.

EDIT:
Can you try executing it with "javaw" instead of "java"? I think it sets the root folder to be the library path
I added a quick hack right now to set library path manually within the app, hope it works.
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« Reply #3 on: July 08, 2008, 05:22:45 PM »

looks nice will try it out right now ;)

Also whatsup with transparency?:O

edit--

checked it out looks cool. The smooth tool completely changes the way you build maps right now :D well.. at least it gives you more control lol.
would be nice to just press ctrl+Z but i guess that will be linked later.

*when saving it doesnt automatically save as .world
*when loading.. i get an error:
Code: [Select]
Unchecked exception located!
java.lang.IllegalArgumentException
at java.nio.Buffer.limit(Unknown Source)
at com.jme.renderer.lwjgl.LWJGLRenderer.predrawGeometry(LWJGLRenderer.java:1347)
at com.jme.renderer.lwjgl.LWJGLRenderer.draw(LWJGLRenderer.java:964)
at com.jme.scene.TriMesh.draw(TriMesh.java:240)
at com.jme.renderer.RenderQueue.renderTransparentBucket(RenderQueue.java:286)
at com.jme.renderer.RenderQueue.renderBuckets(RenderQueue.java:238)
at com.jme.renderer.Renderer.renderQueue(Renderer.java:379)
at com.gibbon.jme.context.RenderPass.doRender(RenderPass.java:123)
at com.gibbon.tools.world.WorldTool$1$1.doRender(WorldTool.java:255)
at com.gibbon.jme.context.RenderPass.runPass(RenderPass.java:84)
at com.gibbon.jme.context.Pass.run(Pass.java:83)
at com.gibbon.jme.context.PassManager.run(PassManager.java:119)
at com.gibbon.jme.context.lwjgl.LWJGLCanvas.paintGL(LWJGLCanvas.java:158)
at org.lwjgl.opengl.AWTGLCanvas.paint(AWTGLCanvas.java:290)
at sun.awt.RepaintArea.paintComponent(Unknown Source)
at sun.awt.RepaintArea.paint(Unknown Source)
at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)

*Using undo on the terrain while there are entities on it makes the entities float... but i guess you already know that.

*Would be nice to have an option to toggle texture on and off for the terrain. Would also be nice to change texture scales while in the editor also.. right now i have to change them manually in the .xml file..

*Also when loading new texture files it completely ignores scale it seems..
*When i press new... in the textures tab, i assume to make a new texture set, it crashes:
Code: [Select]
Unchecked exception located!
java.lang.NullPointerException
at com.gibbon.tools.world.TextureSetEditor.<init>(TextureSetEditor.java:60)
at com.gibbon.tools.world.WorldTool.btnNewTSetActionPerformed(WorldTool.java:1267)
at com.gibbon.tools.world.WorldTool.access$2200(WorldTool.java:47)
at com.gibbon.tools.world.WorldTool$15.actionPerformed(WorldTool.java:596)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)

Cant think of anything more right now... oh btw a wireframe view of the terrain would be nice also.. i think i didnt mentoin that in the previous thread but yeah.. playing around in the worldtool made want to be able to view it in wireframe mode.
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« Reply #4 on: July 08, 2008, 05:47:09 PM »

"Write once, debug everywhere"..
Try:
Quote
java -Djava.library.path=. -jar WorldTool.jar

Or put the native libs (*.so) in some subdirectory and replace the dot with the dir name.

EDIT:
Can you try executing it with "javaw" instead of "java"? I think it sets the root folder to be the library path
I added a quick hack right now to set library path manually within the app, hope it works.
command works, bets to include in a readme. I downloaded again but no change. perhaps a cache problem of firefox. There is no javaw command on my Debian sid machine...

<a href="http://vimeo.com/moogaloop.swf?clip_id=1305992&amp;server=vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=01AAEA" target="_blank">http://vimeo.com/moogaloop.swf?clip_id=1305992&amp;server=vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=01AAEA</a>

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« Reply #5 on: July 08, 2008, 06:35:38 PM »

nice video...

Also... handy solution to fix the height of those 2 sections.
Momoko_Fan
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« Reply #6 on: July 08, 2008, 06:44:24 PM »

Quote
I downloaded again but no change. perhaps a cache problem of firefox.
Yeah sorry I fixed it in my local build only for now.

About the video:
I noticed that you 'killed' faces, is that with the smooth tool or what exactly? I had the issue before with NaN heights but I fixed it right before release 3..

Quote
handy solution to fix the height of those 2 sections.
Yeah the smooth tool is now the de-facto standard for fixing the mismatching heights of new tiles..  :angel:


EDIT:
Known Issues List

1. Undo: If you drag your mouse from one tile to another while editing in terrain mode, the undo will only restore the first tile you clicked on.
2. Undo: Undo does not properly update the heights of entities raised by the raise tool
3. Rendering: Transparent faces show incorrectly (Fix in progress)
4. Save/Load: Opening a world with entities on it will cause a crash
5. Linux Only: Crash because of incorrect library path.. (Fixed?)
6. Undo: Currently only supported for terrain editing
7. Texturing: Painting near edge does not paint in adjecent tile group
8. Textureset editor: null pointer crash when creating new texture
9. Save/Load: The extension is not properly appended to saved files
10. Undo: Ctrl-Z should be undo key
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« Reply #7 on: July 08, 2008, 07:52:44 PM »

I noticed that you 'killed' faces, is that with the smooth tool or what exactly? I had the issue before with NaN heights but I fixed it right before release 3..
yes, smooth tool. seems to happen if I lowered the ground I use it on.
DeamonLord
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« Reply #8 on: July 08, 2008, 11:08:45 PM »

Nice tool, liking it so far. It seems like the world tool almost allows for infinite mapping, is that true?
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« Reply #9 on: July 09, 2008, 03:48:27 AM »

(...)
Known Issues List
(...)
About damn time! :P But seriously MomokoFan, we could not have expected better from a fully paid freelancer, you're doing excellent work and I really hope we can get a programmer two more on board who can also appreciate that and use it for self-motivation.

Nice tool, liking it so far. It seems like the world tool almost allows for infinite mapping, is that true?
Well, I asked MomokoFan that, and to us non-programmers who don't get too stuck up with numbers the answer is yes, but apparently you'd need a machine with infinite power (at least I think that's how he explained it to me...) in order to actually accomplish infinite mapping ;D So on the other hand, no, it's completely false and we don't want to hear of such foolish talk ever again!
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« Reply #10 on: July 09, 2008, 05:59:59 AM »

I can only say wow. Amazing.
Momoko_Fan
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« Reply #11 on: July 09, 2008, 07:29:49 AM »

Pff.. This is nothing to be honest. The code is hacked up, and there's probably a million of undiscovered bugs.. Then again, if I done this in C++ then we would still be struggling to get a window with a 3D view to show up  :D
I agree we need more programmers, the game and other code has not been touched for ages. It would certainly help if WorldTool could be worked on along side the game.
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« Reply #12 on: July 09, 2008, 10:35:45 AM »

WorldTool = priority. For real now. :)
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« Reply #13 on: July 09, 2008, 11:09:04 AM »

Great job, Momoko! It's looking really nice!

Pff.. This is nothing to be honest. The code is hacked up, and there's probably a million of undiscovered bugs.. Then again, if I done this in C++ then we would still be struggling to get a window with a 3D view to show up  :D

Lol, yeah, it takes a lot of code (and time to write the code) in C++ (with DirectX, well, Direct3D, like I use) just to set up the window! Now I'm actually thinking about trying Java out a bit more,  since I've been using strictly C+ for quite some time.
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« Reply #14 on: July 09, 2008, 04:56:31 PM »

I added some plain old textures for playing around more. If you want them too, I pre-packed them and added the xml description.
Simply unzip inside the WorldTool folder.
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