Swordedit Moonlight - Beta 1

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Samuco
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Swordedit Moonlight - Beta 1

Post by Samuco » Sat Jun 15, 2013 10:23 pm

Download: http://www.samuco.net/SE/moonlight.zip
Source: http://www.samuco.net/SE/moonlight_source.zip

License: GPL v3. The copyright for sections of the code added by Samuco (which can be found by comparing genesis source with moonlight source) are owned by Samuco.

Changes:
• Added moonlight renderer
• Player spawns now show up as BIPD's
• Moonlight renderer now displays textures properly
• Vehicles can be deleted
• Arrow keys can be used to move objects.
• You can now type in rotation values.
• You can now type in position values.
• Added scroll to rotate objects
• Added control left click to rotate the camera
• Additional mod permutations are now rendered
• Added ability to view player spawns based on game type.
• Added first person mode
• Added ability to change player spawn team
• Added ability to change player spawn game type
• Added space to snap to bsp (when object is in move mode)
• Added scroll to rotate (when object is selected)
• Added shift to duplicate (when object is in move mode)
• Added ability to control vehicle spawning options
• Added ability to create Item
• Added ability to create Scenery
• Added ability to create Vehicle
• Added ability to create Machine
• Added ability to create Red Spawn
• Added ability to create Blue Spawn
• Bunch of other stuff I can't remember.
• Bug fixes and performance enhancements
Please post bugs / suggestions below. If you have a problem with a particular map, please attach it...

002
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Re: Swordedit Moonlight - Beta 1

Post by 002 » Sun Jun 16, 2013 9:27 am

  • The player spawns being snapped to the BSP is pretty cool, but some people make mods using scenery, since the player spawns stick to the BSP. Could you make an option to toggle this feature?
  • Saving breaks console. I tried sv_players into the console and it crashed the game.
  • When it saves, could you have it not close? Most things that save shouldn't have to do this. I don't see Textedit crashing when I save a document. Also, when it reopens after saving, it doesn't reopen the map.
  • The selection editor looks screwed up when I select a player, but then select something else.
    Image
  • The selection editor resizes weirdly when I select a player. Instead of expanding downward, it expands upwards, creating a weird overlapping with other controls.
    Image
  • Warthogs don't render right.
    Image
Apparently there are hotkeys, but you never told anyone about them.

1 - Move mode
2 - Select mode
3 - Duplicate selected item
4 - Move to center?


Anyway, swordedit seems to insert 104 bytes somewhere and deletes 104 bytes somewhere after that. This is probably what breaks the console.

Samuco
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Re: Swordedit Moonlight - Beta 1

Post by Samuco » Wed Jun 19, 2013 11:19 pm

Beta 2 changes so far
Player spawn snap has been fixed.
Saving no longer breaks the console.
Saving no longer needs to close (and doesn't break the map if you don't close)
Selection editor window fixed
Machines now import properly
Machines can now be edited in the selection editor
Machines now save properly
Objects now render correctly
I have also been working on a new rendering engine and I'll put up a sneak peek soon. If anyone knows how light maps work in halo, please let me know. Like before, post feature suggestions below.

Samuco
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Re: Swordedit Moonlight - Beta 1

Post by Samuco » Wed Jun 19, 2013 11:37 pm

Image

Modzy
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Re: Swordedit Moonlight - Beta 1

Post by Modzy » Wed Jun 19, 2013 11:50 pm

Sheeeeit. ^ That's awesome.

Tucker933
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Re: Swordedit Moonlight - Beta 1

Post by Tucker933 » Thu Jun 20, 2013 11:21 am

Hay, I recognize this lol

There's some invisible sceny in that picture used for collision purposes, which might be hard to manipulate in an editor that is rendering the map exactly as it is ingame. It's fantastic, but it might be a good idea if bounds were visible, like in Spark Edit (prolly like in Sword too, but I've never used it). Effect emitters are also naturally invisible, and can literally only be selected by hitting their bounding lines.

Image

TaxiService
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Re: Swordedit Moonlight - Beta 1

Post by TaxiService » Thu Jun 20, 2013 11:18 pm

In case you've never used sparkedit and you're wondering why those textures look like that, it's because they were internalized. The rest of the textures look white because sparkedit weren't able to find the bitmaps.map file.
  • Image
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Tucker933
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Re: Swordedit Moonlight - Beta 1

Post by Tucker933 » Thu Jun 20, 2013 11:36 pm

TaxiService wrote:In case you've never used sparkedit and you're wondering why those textures look like that, it's because they were internalized. The rest of the textures look white because sparkedit weren't able to find the bitmaps.map file.
Hahah, I was waiting for someone to freak out before explaining it. And the white textures are there because I set the BSP render function to shaded wireframe, which makes things much easier to see than having corrupted textures absolutely everywhere.

Samuco
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Re: Swordedit Moonlight - Beta 1

Post by Samuco » Fri Jun 21, 2013 4:53 am

Emitters now show up as blobs. Ill also try to add an option to show bounding boxes around everything.
Starlight renderer
Image

Sunlight renderer
Image (Exposed)

Image

Image

Fog was disabled in these screenshots.

nil
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Re: Swordedit Moonlight - Beta 1

Post by nil » Fri Jun 21, 2013 8:57 am

The lighting is looking pretty epic. The skies (and/or skyboxes?) look pretty strange / not encompassing of everything though.

P.S. for GL, don't use immediate mode (instead look into vertex arrays and that jaz) ([EDIT]: I notice you already are beginning to do this : ) ), cache things that are being drawn using VBOs, turn anti-aliasing on to make it look snazzier.
Last edited by nil on Fri Jun 21, 2013 9:56 am, edited 2 times in total.
I am no longer active to Halo or MGM, and don't guarantee a response on the forums or through email. I will however linger around the discord room for general chatting. It's been fun!

Tucker933
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Re: Swordedit Moonlight - Beta 1

Post by Tucker933 » Fri Jun 21, 2013 9:21 am

Fantastic. Though a concern with spherical blobs for emitters is that it would be kind of hard to figure out which way to point them, because most emitters use velocity cone angles.
I may be looking at the wrong thing in your pictures though.

WaeV
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Re: Swordedit Moonlight - Beta 1

Post by WaeV » Fri Jun 21, 2013 9:45 am

Instead of boxes like Sparkedit has, how about arrows pointing out of the spheres? (Credit to 002/Zero2 for the suggestion)

Also, with lightmap rendering a success, I would love to see lightmap editing!

Great work so far.
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TaxiService
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Re: Swordedit Moonlight - Beta 1

Post by TaxiService » Fri Jun 21, 2013 1:09 pm

Instead of boxes like Sparkedit has, how about arrows pointing out of the spheres? (Credit to 002/Zero2 for the suggestion)
oh no dude, keep the boxes! But yeah, if you could put arrows in the emitters' direction it'd be pretty good.


Anyway dude this thing rocks. I can't believe how cool this is getting.
Also, are you trying different maps instead of phoenix/bg? I mean, it should work for everything else too, right? My shitty advice would be: always test on new maps; even single player.




Also, with lightmap rendering a success, I would love to see lightmap editing!
Man, if that was ever possible we'd be one more step closer to not needing CE. *_* We'd just need a bsp compiler thing and we're pretty much set.

Why didn't anyone think about making one anyway? How hard would it be? : ?
/me wishes he knew any programming language
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Tucker933
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Re: Swordedit Moonlight - Beta 1

Post by Tucker933 » Fri Jun 21, 2013 1:16 pm

TaxiService wrote:maps instead of phoenix/bg? I mean, it should work for everything else too, right?
It only does maps that matter =D
bad joke lol

WaeV
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Re: Swordedit Moonlight - Beta 1

Post by WaeV » Sun Jun 23, 2013 8:57 am

Why didn't anyone think about making one anyway? How hard would it be? : ?
/me wishes he knew any programming language

Never too late to learn! :P
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