Author Topic: Soldat PolyWorks v1.4.0.17 with source code  (Read 183390 times)

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Offline KamikazeDuck

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #60 on: July 28, 2006, 05:10:49 pm »
Go and take a look at the first post on this thread.

v1.3 is the latest version at the moment, multitexturing has been made very easy with the texture window, all you have to do is select the part of the texture you want to use and put it on your map by making a textured quad.

You haven't even read through the thread...
« Last Edit: July 28, 2006, 05:17:09 pm by KamikazeDuck »
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Offline crackadillicus

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #61 on: July 28, 2006, 09:35:47 pm »
amzing program - thank you anna

jus a note tho - ^ where it says "[Updated 09/03/06]" - - > that date hasn't happened yet
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Offline Jeyrad

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #62 on: July 28, 2006, 09:36:27 pm »
nice catch, dillicus =p
Check out my program, MapSplorer http://forums.soldat.pl/index.php?topic=3088.0

Offline Vltava

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #63 on: July 28, 2006, 09:37:44 pm »
amzing program - thank you anna

jus a note tho - ^ where it says "[Updated 09/03/06]" - - > that date hasn't happened yet

American system is month/day/year. Most other countries use day/month/year.

Offline Rambo_6

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #64 on: July 29, 2006, 05:00:04 pm »
Silly americans.

I had one small suggestion for you Ania. I'd like to be able to resize/move the mapmaker window using my mouse, so i can tailor it to suit my needs. I wonder if that's possible. As of now i can only choose to make it fullscreen or half size centered. :P

Offline Eagles_Arrows

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #65 on: July 29, 2006, 07:17:22 pm »
Who's Ania? ;)

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Offline Jeyrad

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #66 on: July 29, 2006, 07:54:03 pm »
ROFL Ania. Hey Anna, i can help you with Rambo_6's Suggestion. Just PM me, i have made a few applications with a custom GUI that are movable. Just look at MapSplorer =]. Drop me a pm.
Check out my program, MapSplorer http://forums.soldat.pl/index.php?topic=3088.0

Offline Anna

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #67 on: July 29, 2006, 09:09:07 pm »
Silly americans.

I had one small suggestion for you Ania. I'd like to be able to resize/move the mapmaker window using my mouse, so i can tailor it to suit my needs. I wonder if that's possible. As of now i can only choose to make it fullscreen or half size centered. :P

You can change the dimensions of the main window from Preferences. Resizing it with the mouse causes complications, mainly because of DirectX.


Eagles_Arrows, Ania is my irc nickname and also a different form of the name Anna.

Offline Eagles_Arrows

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #68 on: July 29, 2006, 09:27:29 pm »
^Bah!!

Any idea of when the next version will be released?

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Offline Kinky noob

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #69 on: August 04, 2006, 06:46:38 pm »
It should have........How about.....What if you could...Nah.........Mabye u could......Hey.....no......Better waypointing....No.............Hmmm



I got it...What if u could add a new poly type.......Could u.....ANything cool would be nice u should choose.

Offline Mistercharles

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #70 on: August 04, 2006, 07:12:40 pm »
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline VirtualTT

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #71 on: August 07, 2006, 08:15:27 pm »
I've also decided to post some impruvment ideas for PolyWorks (maybe something allready have been said,¬  ::) , but anyway):

1. Separate displaying of Back, Middle and Front Scenery - I guess this will be very helpfull while working on maps with great number of sceneries...



2. Possibility to select Pallette and Workspace from ComboBox (or whatever it is called in english...) just like list of special waypoint functions...



3. Is there any means of making translation of PolyWorks to other languages? This will attract many new mappers...

4. Possibility to run Polyworks from console with attributes like -umap"..." or -cmap"..." with autoloading of specified uncompiled/compiled map.

5. Could you please open file structs for .PFB file format? Then it will be possible to make kind of *Prefabs Archivator* programm that will allow easy sharing of prefabs for maps...

Offline Anna

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #72 on: August 09, 2006, 01:31:32 pm »
I need a list of default scenery in Soldat 1.3.1, so if anyone has it I'd appreciate a copy¬  ;)


@VirtualTT: 1-4 are good suggestions. They won't be in the next version of PW but I've put them in my to-do list.

Here are the types used in my .pfb file:

Code: [Select]
Private Type TCustomVertex
    X As Single
    Y As Single
    Z As Single
    rhw As Single
    Color As Long
    tu As Single
    tv As Single
End Type

Private Type TPolygon
    vertex(1 To 3) As TCustomVertex
End Type

Private Type TVertexData
    vertex(1 To 3) As Byte
    polyType As Byte
End Type

Private Type TScenery
    Style       As Integer
    Translation As D3DVECTOR2
    rotation    As Single
    Scaling     As D3DVECTOR2
    Alpha       As Byte
    Color       As Long
    level       As Byte
    selected    As Byte
    screenTr    As D3DVECTOR2
End Type

Private Type TSpawnPoint
    active As Long
    X As Long
    Y As Long
    Team As Long
End Type

Private Type TCollider
    active  As Long
    X       As Single
    Y       As Single
    radius  As Single
End Type

Private Type TWaypoint
    tempIndex As Integer
    selected As Boolean
    X As Single
    Y As Single
    wayType(0 To 4) As Boolean
    special As Byte
    pathNum As Byte
    numConnections As Byte
End Type

Private Type TConnection
    Point1 As Integer
    Point2 As Integer
End Type


And the file format:


---------------------------------------------------------------------------
Poly Count            Long
---------------------------------------------------------------------------
Polygon            TPolygon         * Polygon Count
Vertex Data         TVertexData   
---------------------------------------------------------------------------
Scenery Count         Long
---------------------------------------------------------------------------
Scenery            TScenery         * Scenery Count
Element Name(50)      Byte      
---------------------------------------------------------------------------
Collider Count         Long
---------------------------------------------------------------------------
Collider            TCollider         * Collider Count
---------------------------------------------------------------------------
Spawn Point Count      Long
---------------------------------------------------------------------------
Spawn Point         TSpawnpoint      * Spawn Point Count
---------------------------------------------------------------------------
Waypoint Count         Long
---------------------------------------------------------------------------
Waypoint            TWaypoint         * Waypoint Count
---------------------------------------------------------------------------
Connections Count      Integer
---------------------------------------------------------------------------
Connection            TConnection      * Connections Count
---------------------------------------------------------------------------


Hope it's understandable.
« Last Edit: August 11, 2006, 09:11:01 pm by Anna »

Offline Mistercharles

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #73 on: August 09, 2006, 01:49:20 pm »
Wait, Anna, some of these new functions, such as depthmapping need to be saved as a sister file, right? Or have ytou found a way to add it into the PMS structure without soldat freaking out? If not, the extra data can at least be added to the PFB structure, right?

Sorry if these questions were answered in your previous post, I don't really program, so I couldn't understand any of what you said.
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline Anna

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #74 on: August 09, 2006, 02:14:33 pm »
The lights and sketch data is appended to the end of the PMS file when you save. On compile, the the light sources are applied to the vertices, Z-coordinates are set to 1, and the lights and sketch data is discarded. Lights are not saved when you export.

Offline VirtualTT

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« Last Edit: August 10, 2006, 10:25:02 am by VirtualTT »

Offline Anna

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #76 on: August 10, 2006, 10:46:24 am »
Thanks a lot ^^

Offline Pyroguy

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #77 on: August 10, 2006, 03:15:11 pm »
Oh, I know. Make placing and changing the size of colliders easier, perhaps seperate from the ojects list. And make some better way of selecting and/or moving objects; objects won't snap to the grid unless you highlight them with a polygon :( . OH YES, please allow us to re-align the snapping grid to a selected vertice! I hate making grid aligned maps only to test it and find out the grid has moved on me. And it looks like you already have/probably will with the depth maps/mock z-axis, but add extrude/protrude tools for vertices (moving the texture) and/or a mock z-axis for each vertice.
« Last Edit: August 10, 2006, 05:41:02 pm by Pyroguy »

Offline Mistercharles

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #78 on: August 10, 2006, 06:55:21 pm »
Collider size change: Very easy right now.
Selecting/moving objects: Insanely easy, not to master tho
Re-align the grid to a vertex: Yes, PLEASE.
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline Wraithlike

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #79 on: August 10, 2006, 10:49:24 pm »
I've also decided to post some impruvment ideas for PolyWorks (maybe something allready have been said,¬  ::) , but anyway):

1. Separate displaying of Back, Middle and Front Scenery - I guess this will be very helpfull while working on maps with great number of sceneries...




I'd love to see this implemented. It would make so many things much simpler.