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 Post subject: Flesh, a DOOM3 GUI editor
PostPosted: Sun Jul 18, 2004 7:22 pm 
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Ok, don't kill me.

Judging from the comments on the forum, it looks like gui_edit 1 doesn't make it as an easy gui editor and as an effort to learn more about the DOOM3 GUI, I'm putting together a raw wysiwyg editor for DOOM3 guis -- called "Flesh" for now. Let me first say that this is the very start of the editor, so it's really raw for now; I started it yesterday from scratch and I've been using this forums' guides and help (thanks rich_is_bored) as a base for the elements and source it generates.

http://hosted.zeh.com.br/flesh

One thing to notice is that this gui editor is made in Flash. Right now, it's web-based, but it'll have to be a standalone exe if I want to properly load the shaders images lately (since I'll need a wrapper that allows me to load that kind of content). In fact, I think it can evolve into a very powerful editor, BUT the only problem is the shader loadings (I'll probably have to add a tga2png2swf proxy app).

As you'll notice, it still lacks lots of stuff, but I think it's a start. Again, I started this as a tentative editor, not to be makind's lone saviour, so don't think it's meant to be a SDK power tool -- it's not. It's just something to help on the creation of the first aspects of a doom3 gui.

The reason I'm posting this here is to ask input on to where it can evolve. Right now, I have to properly adapt the element editing (drag, resizing, VB-like attribute editing) add a source reader/editor (instead of just exporting it) and add a few alignment tools, but apart from that, I'm open to suggestions now since I'm advanced planning stage.

regards
zeh

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PostPosted: Sun Jul 18, 2004 7:34 pm 
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You input is much appreciated zeh - wouldn't it be wise to wait till the final version of the game is available?

Nothing more discouraging than throwing away lots of man-hours because of changed standards.

But so far it looks quite nice what you have on your site!

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PostPosted: Sun Jul 18, 2004 7:40 pm 
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Wow! This is cool zeh! Thanks.

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PostPosted: Sun Jul 18, 2004 7:44 pm 
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nice work zeh.. and very catchy name.. hehe..


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PostPosted: Sun Jul 18, 2004 7:50 pm 
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Quote:
Wouldn't it be wise to wait till the final version of the game is available?


Yes, of course - that's why I'm not focusing that much on the syntax itself but rather on the functionality. Judging from TA's menu syntax and the syntax I've seen on this forum, and the fact that Raven Soft has mentioned D3's syntax isn't so different from it on shacknews comments, I don't expect much different syntax. Elements will have attributes, and that's what I need.

If you're speaking about the actual state of gui_edit in the unfinished game and my comment that it doesn't seem easy enough, well, rest asured that the actual state is not the main reason I wanted to this; maybe I didn't use the correct words on my first post, but I don't expect what was in the game 2 years ago to be what's in the shipped game, it's not like I'm saying 'its gui editor sucks, here's mine'.

The reason I'm doing this is to be a simple doom 3-independent editor - if anything, at least a headstart to create something that can lately be modified on the game or on the source. You know, I have been wasting the past few months modding for UT2k4, including working on guis, and while it has a sort of an in-game gui editor that's good por positioning items, it's impossible to use for creating assets from scratch. Simply put, that just can't work on a game because of the limited screen size and the fact that you can't have several other windows to assist you in editing each element. This editor is something I'm doing to try to overcome that, to be an user-friendly editor on a windows environment. It'll never replace the game and the real preview only the engine can do, but I see it as something to help --at least on the start of the process.

I, in the end, prefer to edit the source code directly, as most of the people here does, I suppose. But I really think an editor like this would have a role.

(But yeah, I can't wait for the damn game to ship so I can see in what this editor can actually help. This idea has been revolving on my mind for weeks and I can't help myself)

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PostPosted: Sun Jul 18, 2004 7:54 pm 
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I didn't want to turn you off from your work, quite the difference!

There's nothing more appreciated than tools tools tools!

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 Post subject:
PostPosted: Sun Jul 18, 2004 10:53 pm 
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when you created a new windowDef it would be nice to have a little dialog popup and ask you for a name :) Does look very nice tho!


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PostPosted: Sun Jul 18, 2004 11:15 pm 
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Heh np bna, I get it :)

It's a good idea Eggy, haven't look into that yet. I've just added the attribute window now, it's semi functional, so it's always possible to rename each windowdef later anyways.

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PostPosted: Mon Jul 19, 2004 1:38 am 
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just had a little play with the new version. I am really loving it :) Will most certainly be keeping my eye on this gem :)
*bookmarked*


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PostPosted: Mon Jul 19, 2004 2:14 am 
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Yeah, very nice tool so far... *bookmarked too :)*

It would also be cool to be able to edit the source window, along with the element atributes window... So the people who like to do source editing will have something to play with directly. 8) Just a suggestion.

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PostPosted: Mon Jul 19, 2004 10:24 am 
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The first 10 posts have been the best...

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hi zeh
Excellent work. Even in its current state it is very useful. I love the realtime updated code window with copy-paste functionality. Keep it up


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 Post subject:
PostPosted: Mon Jul 19, 2004 10:41 am 
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Now that's an excellent start to an application - great stuff !
Looking forward to seeing how this develops, as so far, it's very intuitive !


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PostPosted: Mon Jul 19, 2004 11:23 am 
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I'm looking forward to this too. I hope you do make a rich client though. But best of luck anyway.

/me bookmarks

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PostPosted: Mon Jul 19, 2004 1:10 pm 
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Great job Zeh, very handy indeed :)

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PostPosted: Mon Jul 19, 2004 3:45 pm 
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hey ZEH, nice work...i dont know what it does :roll: , but its cool nevertheless...surprising that something is not good with the editor...why doesnt someone complain to Robert Duffy...

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PostPosted: Mon Jul 19, 2004 4:13 pm 
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Quote:
why doesnt someone complain to Robert Duffy...


Because we actually don't know how's the editor because it hasn't been released, so there's no reason to complain at all? :D

Who knows, maybe id Software has a very powerful gui editor under their sleeves that's bundled with the game of will be released a few time after the game ships (since marteen said on shacknews they'll release a few tools after the game ships). We can't know now if they have something good/easy. But who knows, maybe not, so for now I'll just do the tool.

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PostPosted: Thu Jul 22, 2004 11:55 am 
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Good stuff! I had no idea flash could be used like that... any links to stuff that shows how to do that kind of thing?


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PostPosted: Thu Jul 22, 2004 4:49 pm 
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The first 10 posts have been the best...

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That's pretty cool :)


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 Post subject:
PostPosted: Thu Jul 22, 2004 5:26 pm 
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Just looked at your latest update - wow!

Flesh is becoming simply amazing!

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 Post subject:
PostPosted: Thu Jul 22, 2004 5:48 pm 
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Here's my wishlist:

- Ability to delete a window (haven't found it yet)
- A color picker
- Ability to select GUI elements in the Element window
- Can we load background images?
- The snapping is very cool - could a GUI element als snap to the next GUI element?

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