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Entity 1.5 Preview

Posted: Tue Dec 05, 2006 10:07 pm
by Monkey Terd
It's been a while since an Entity update, so this should keep you guys occupied untill something much bigger is released...All changes/additions were done either by myself, or Anthony. We are open, and hoping for new suggestions, so bring em' on!

There's soooo much stuff added...and here is "The Just" of it.


-External Map Paths, once you set them, it won't ask you for them again.

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-New Refrence Editor UI, with some new options like "Goto Tag" and "null out". Also added tag descriptions to the Meta Tree, for all game platforms...

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-Built in Mainmenu editor, which will also add new bitmap RAW for new preview images.

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-PTRM, DECR Viewers, extractors, and injectors.

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-Proper tag renamer, new names can be any length, and should read right in all other modding apps...

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-Unicode String Editor, with image and syntax recognition, also has a search feature :]

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-New ability to have multiple chunk cloners open, so you no longer need to add the meta to the map for each individual chunk edit...

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-Ambient Sound Spawns, Teamspawns, and objective respawn barrier added to the BSP viewer, the treeview now has descriptions for everything, and a nice label rendering system added.

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Once again, we are open to new suggestions and features, so please anything plausable post it. Oh, and about the Yaw, Pitch, Roll rotation error, we're workin' on it..PLEASE STOP ASKING ABOUT THAT! Thanks, and have a nice day.
:D

Posted: Tue Dec 05, 2006 10:08 pm
by Anthony
Glad you got around to letting people know about it

We are open to suggestions like he mentioned :D

Posted: Tue Dec 05, 2006 10:15 pm
by kibito87
Awesome job. Good to see people are still working on Entity. From what I am observing it looks like a very nice upgrade. Keep up the good work!

Posted: Tue Dec 05, 2006 10:18 pm
by ScottyGEE
Make the drag and drop functionality (rather than map rebuilder thing) work 100% efficiently everytime and I'm fine...

But some of those additions seem fairly kool... If its all fine and dandy then perhaps I'll use it as my main modding application

Posted: Tue Dec 05, 2006 10:19 pm
by snakejknight
make the chunk cloner able to delete entire reflexives, instead of individual chunks

bitmap internalizer

Posted: Tue Dec 05, 2006 10:21 pm
by Monkey Terd
snakejknight wrote:make the chunk cloner able to delete entire reflexives, instead of individual chunks

bitmap internalizer
It's got both of those. ;)

Posted: Tue Dec 05, 2006 10:22 pm
by snakejknight
nice... fix the way it injects bipds maybe??? perhaps make it show the ai squads as they spawn... meaning show the bipd and vehicles they are in... and if possible have options to show individual squad spawns instead of all @ once

Posted: Tue Dec 05, 2006 10:36 pm
by Pyroman
Still no progress in the bsp meta way? Ah well still looks great man.

Heh I remember you were begging me for new ideas to add. Pretty much couldn't come up with anything. :lol:

Posted: Tue Dec 05, 2006 10:45 pm
by halo0001
nice cant wait for the realese

Posted: Tue Dec 05, 2006 11:10 pm
by SingingBlaze
If you could incoporate Detox's Tdtl Editor, Weather and Water Tools, Shades Bsp Scenery Editor in there with permission that would be sweet. I'm assuming Bitmap Internalization is working correctly as well and maybe try doing some work on injecting and extracting bump maps. Pretty please? :P

Posted: Tue Dec 05, 2006 11:36 pm
by GruntLeet
Are you guys almost done with the new one..?

Posted: Tue Dec 05, 2006 11:58 pm
by Tural
Stunning.

Posted: Wed Dec 06, 2006 12:15 am
by shade45
Looks good

Posted: Wed Dec 06, 2006 12:23 am
by GruntLeet
So we get to view the spawns as bitmap MC..?

Posted: Wed Dec 06, 2006 1:32 am
by PyroBlizzard
THats awesome :P

I have a suggestion that might help:

Could the hill points and objective things be different models there models or something different each. Because i find it difficult that on levels like foundation you have about 6 objectives in one spot and they all look like master chiefs.

Also is anything being changed in the model injectotr? As sometimes the models come out with really wierd lighting and biped models dont work.

Posted: Wed Dec 06, 2006 2:47 am
by smacktalker
perhaps you can make the bsp viewer somewhat more optional... for example with the objective locations, you can set something in the bsp viewer, which i think is the bind..

perhaps make it so when you click the scenery chunk, it shows the sceneryname like in entity alpha

perhaps make it when you click a collection in bspviewer, make the spawn time adjustable, and max on map and such.. just some stuff so it makes modding somewhat more easier..

and sound internalizer :x :x :evil:
and the internal sound player!

so far looking very good. best entity so far 8) 8)

Posted: Wed Dec 06, 2006 3:06 am
by neodos
:o awesome freatures :P I am wainting!!!

Posted: Wed Dec 06, 2006 3:31 am
by SpecOp44
Very nice.

Posted: Wed Dec 06, 2006 4:06 am
by Geo
Very nice, how much?

I would really like to see a search function, like Ch2R's... and to choose how many times it duplicates something, trust... it's tedious 'duping something a lot...

Also, can you fix it so it works with multiple partitions/drives... e.g. whenever I try cloning chunks and other stuff, if the map is on a different drive to the app, it screws!

<3

Posted: Wed Dec 06, 2006 5:08 am
by slayer410
ScottyGEE wrote:Make the drag and drop functionality (rather than map rebuilder thing) work 100% efficiently everytime and I'm fine...

But some of those additions seem fairly kool... If its all fine and dandy then perhaps I'll use it as my main modding application
Damn straight Scotty. :P