Peregrine
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Molnibalage’s right… why should you, and to do what else more, most of all?
Just my one cent, of course.Best regards,
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Unbelievably innovative and brilliant. This is at a level that make me proud to even comprehend its smart. I really like feeling stupid reading this.
Falcon forever!
Cheers!
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Update: 12/11/05
Work on viewing the tiles of a theater has finally bore fruit. We can now see up to 32x32 segments at a time with automatic transitioning between segments as you pan around. All with smooth zooming and control. Next up, painting tiles!!!
So close guys, it won’t be long now…
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This looks truly promising and amazing. Really great work !
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Next up, painting tiles!!!
Great!
Painting tiles I hope/wish/assume/can’t wait will be with auto multi size brush and fill features. This is what terrain editing process is really missing ATM.Until now, as I can see from your posts there is some overlaps with Monster’s Terrain Editor. But, I fully realize and understand, that it is completely necessary to establish this programming an base of the new editor, from where to start and continue on with editing new features.
It is clear by now, that there is very exciting new tool for Falcon BMS about to see the light of the day!
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Great!
Painting tiles I hope/wish/assume/can’t wait will be with auto multi size brush and fill features. This is what terrain editing process is really missing ATM.On the road map
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AWESOME!
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I can’t wait until Polak gets a hold on this software. The possibilities are mind-boggling.
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+1:bdance:
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I can’t wait until Polak gets a hold on this software. The possibilities are mind-boggling.
This really applies to everyone.
At this stage of this program development it is crucial that all of those who had dealt with terrain making for BMS give their input what and how to possibly improve this process. I know, that this is in a way little heavy handed and even rude to give just suggestions to a programmer and be expecting all that can be implemented. Pushing this correctness aside and in order to accomplished progress here, I think, this could be rather helpful.
I would also love to see all this coordinated with what has been already accomplished by Monster in his great TE tool. As I understand, time constraints prevent him from being more active lately in continuing to develop that great program of his with more involved and complex work modules . It is fully understood and community unending appreciation goes to Sakis for all that has been accomplished so far. And it was quite a lot!
I have no doubt this new tool could be as good and results could be really interesting for Falcon BMS. Thanks for the efforts.
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I would also love to see all this coordinated with what has been already accomplished by Monster in his great TE tool. As I understand, time constraints prevent him from being more active lately in continuing to develop that great program of his with more involved and complex work modules . It is fully understood and community unending appreciation goes to Sakis for all that has been accomplished so far. And it was quite a lot!
+1
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What would be cool is allowing us to copy/paste cam file links into peregrine, then designating those links as paths for ground units. This would make identical paths/links and allow the campaign to move quite quickly. It would also allow developers with theatres containing large bodies of waters, to direct the paths in manner that the ground units follow bridges, tunnels, etc instead of stalling at water impediments.
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This really applies to everyone.
What about painting areas for the autogen ?
So it should be possible to paint or to rub the areas by using a brush.Else I think a theater dev has to work with Peregrine (when released) for a while to
see what could be further helpful.
Monsters TE was also not born in one day.
… so I hope reiser will support and improve Peregrine like Saki did with TE.Cheers,
LS -
This really applies to everyone.
At this stage of this program development it is crucial that all of those who had dealt with terrain making for BMS give their input what and how to possibly improve this process. I know, that this is in a way little heavy handed and even rude to give just suggestions to a programmer and be expecting all that can be implemented. Pushing this correctness aside and in order to accomplished progress here, I think, this could be rather helpful.
I would also love to see all this coordinated with what has been already accomplished by Monster in his great TE tool. As I understand, time constraints prevent him from being more active lately in continuing to develop that great program of his with more involved and complex work modules . It is fully understood and community unending appreciation goes to Sakis for all that has been accomplished so far. And it was quite a lot!
I have no doubt this new tool could be as good and results could be really interesting for Falcon BMS. Thanks for the efforts.
+1
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Thanks
Its all above my pay grade but it sounds really cool
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+1. Sums up this thread nicely.
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What about painting areas for the autogen ?
So it should be possible to paint or to rub the areas by using a brush.Else I think a theater dev has to work with Peregrine (when released) for a while to
see what could be further helpful.
Monsters TE was also not born in one day.
… so I hope reiser will support and improve Peregrine like Saki did with TE.Cheers,http://i45.photobucket.com/albums/f82/lazystone/Smileys/Santa/santa029.gif
LSUnfortunately, the way autogen works, it doesn’t really lend itself to painting. However, it’s really easy to add autogen features to tiles using the tile editor part of Peregrine. That’s separate from the terrain itself. The reason being is that it’s the Tile that holds the data for the autogen and the autogen data is nothing more than an area (point, radius). However, in the future, I might look into providing a circular “brush” for the terrain where when you click it intersects all the tiles and makes sure there’s a corresponding “autogen area” attached. This would be similar to painting but it wouldn’t, because we are limited to the number of area’s on a tile. But, then again, as we move forward, the BMS plugin for Peregrine WILL be open source, so who knows.
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Will be possible to add autogen buildings too?