Originally posted by BGNG
After a week of becomming acquainted with Linux, and a second week of becomming reacquainted with Soldat, I'm finally back in the swing of editor-ing and I've got some updateage for ya.
quote]
OMG you play soldat!! Good game and very good editor.
And yeah I took a look at the file specification. Nice doc now inside my pc archives.
Guy Perfect
Posts: 89/451 |
Omigosh! An update!
After a week of becomming acquainted with Linux, and a second week of becomming reacquainted with Soldat, I'm finally back in the swing of editor-ing and I've got some updateage for ya.
Here we have the proposed specification for the F-Zero X Track File Format that will be used as the native format for the editor as well as the standardized format for players of the Expansion Kit to use to transfer their tracks over the internet. I invite you, the reader, to revise the specification and see if you'd like anything changed or added.
The exact values used for things like "Venue" are not documented, but that's a general overview of the file specification. If you have any questions or comments, post them.
F-Zero X File Specification v1.1 |
fzeroman
Posts: 4/15 |
hows the project coming bgng
i have billions of new track ideas im just waiting to try out
as for all that rom-less legal/illegal stuff
dont worry man as long as the game doesnt exist in the editor itself
the editor should be legal
and all this other mumble jumble about it still has the person using the rom to see his edited courses in action
"so what were all here to give credit to you bgng, this is an awsome project
and furthermore its something thats really going to bring the fanbase closer together"
and with the game coming to revolution i think the fanbase will become larger
and its probly possible(1 day) to play our f-zero x custom bgng track editor roms
on rev
by then we'll be racing in f-zero revolution(or)f-zero online
together |
Rom Manic
Posts: 28/557 |
It's kinda hard to see the wireframe when mixed with textures. Is there a way to make the wireframe more vibrant? |
Guy Perfect
Posts: 72/451 |
Typing will be an option. For coordinates, there will also be sliders available so the user can just drag to the location he wants, or optionally type the number manually into the box. For segment properties, there will be a simple interface with drop-down boxes for each choice, like... The "Left Side" box would have the options of "Pit Area," "Dart Zone" and "Slip Zone."
It will all be organized in an MDI (if you know what that is) container with roll-ups very similar to the various palette windows used in Adobe softwares. One box is for control point properties, one for segment properties, one for whole-track properties (name, music, venue, etc), etc... All versatile and configurable, and hopefully as user-friendly as possible. |
Heian-794
Posts: 17/160 |
My God, that is fantastic.
How will the users actually create the courses? It would be nice to be able to simply type in numbers for coordinates, as one of the Expansion Kit's failings is that it can be a hassle to repeatedly select points, move from menu to menu, and adjust things. |
dcahrakos
Posts: 189/499 |
Thats awesome! good work |
Guy Perfect
Posts: 71/451 |
01/07/2006: 19:41 CST
Track surface generator completed.
Bleh. A whole week has gone by, and it took a while, but here it is... A fully-functional, complete course surface polygon generator!
Take a look at these polylicious thumbnails! Oh, and if you want to see a larger version, click one:
|
Metal Knuckles
Posts: 74/412 |
Sweet jesus... when you finish, I swear, so many of the women in this community will beg to have your children. =P
Just out of curiosity, does F-Zero X have a limit for how much track you can add to each level? One would figure that they tried to fit in as much track as they could with the original game without going over the maximum amount of free space. |
firemaker
Posts: 56/194 |
Quite like the view. |
Guy Perfect
Posts: 68/451 |
Took most of the day off from programming today. But one thing I did get done was configure the tunnel exterior engine and give it some cosmetic makeovers.
As I said before, a tunnel exterior won't do much good if it blocks the view from seeing what kinds of goods you've got on the track INSIDE the tunnel, so you can configure the editor to either not display the tunnel exterior, draw it in all its glory or, as this picture shows, draw it with partial transparency:
|
NEONswift
Posts: 24/150 |
Excellent work. Ill finally be able to create the same track i made with the Expansion Kit and share it with everyone. It was a short track but with 30 racers it tooks its toll with all the bumps and jumps but without making it impossible for the cpu.
The options will be endless. Keep it up BGNG. |
Guy Perfect
Posts: 63/451 |
In case it's not apparent in the picture, here, I've completed the tunnel generator. Notice how this shot only shows the inside. The editor will feature an option as to whether or not to draw the extierior and, if desired, to what opacity. After all, an exterior won't do you much good if it blocks the view from any Pit Area/Traps/Dash Plates/etc. you may have on the inside of said tunnel.
Well, the "Normal Track" generator got its long-awaited overhaul and is now a "Normal Track, High-Wall and No Walls" generator. All end-segments sloping has been applied (which will actually scare away many attempters of this feat) and many of the courses can now be rendered in their entirety.
Next up, the next part. |
This is a long thread. Click here to view it. |