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Pages: [1] 2 3 ... 10
 1 
 on: 2017-03-27 17:57:20 
Started by TGStudiosDE - Last post by Archive
Okay I read the Document from Valve but I don't understand it that much.Are there Entries like these for every model in the Level with its path and position ?

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//text
model {
    id 13
    file "unit/soldier.md5"
    pos {
       0.0, 1.2, 1.992
    }
}


EDIT: And are there any Level editors for this format or should I just use Notepad++ ? Smiley

Yes
http://www.aegidian.org/gqt/jqt/features.html

 2 
 on: 2017-03-27 17:26:10 
Started by TGStudiosDE - Last post by TGStudiosDE
Okay I read the Document from Valve but I don't understand it that much.Are there Entries like these for every model in the Level with its path and position ?

1  
2  
3  
4  
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//text
model {
    id 13
    file "unit/soldier.md5"
    pos {
       0.0, 1.2, 1.992
    }
}


EDIT: And are there any Level editors for this format or should I just use Notepad++ ? Smiley

 3 
 on: 2017-03-27 16:55:58 
Started by Half_NO_oB - Last post by Archive
Always let editors write text files, not binary.
For shipping with games you can convert to whatever format, but while editing, text is much more convenient.

I'm assuming Half_NO_oB has a map editor with a GUI and the editor is using that to create the map.
(I dont know if your comment was directed towards me lol)

 4 
 on: 2017-03-27 16:54:37 
Started by BurntPizza - Last post by SkyAphid
What I'm about to do today: heading to downtown SF where I will meet the project lead of a recently formed game-making team and get set up with a workstation.

You can do it! We believe in you!

 5 
 on: 2017-03-27 16:48:55 
Started by Half_NO_oB - Last post by 65K
Always let editors write text files, not binary.
For shipping with games you can convert to whatever format, but while editing, text is much more convenient.

 6 
 on: 2017-03-27 16:36:29 
Started by TGStudiosDE - Last post by Archive
What if I use the BSP format and edit it with something like Blender and write everything into a XML-File ? Smiley
BSP is only effective when created out of convex brushes. The models need to specify these brushes or else you're going to have a mess of polygons.

 7 
 on: 2017-03-27 16:22:32 
Started by Half_NO_oB - Last post by Archive
Write each tile and its properties out to a bytebuffer, then write this bytebuffer to a file and when you write the file containing your entire map, zip it.

 8 
 on: 2017-03-27 16:09:20 
Started by UnuntuMDJ - Last post by UnuntuMDJ


My first experience with neural network and q-learning.
In next step I want to add genetic algorithm and expand world, and sure to add enemies.
 Grin
<a href="http://www.youtube.com/v/CFXVy8fQFi8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/CFXVy8fQFi8?version=3&amp;hl=en_US&amp;start=</a>

 9 
 on: 2017-03-27 14:34:45 
Started by TGStudiosDE - Last post by TGStudiosDE
What if I use the BSP format and edit it with something like Blender and write everything into a XML-File ? Smiley

 10 
 on: 2017-03-27 13:21:15 
Started by Half_NO_oB - Last post by Half_NO_oB
Hi guys

I have a TileMap class consisting of multiple Tiles. Those Tiles have properties and Events saved on them. If i want to save the maps, what format should it be? What are the advantages / disadvantages of serializing it? Same for a XML file... Are there better options if i don't want to use TileD and co.? Roll Eyes

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