Yeah, that sounds like a lot of fun to play with On Fri, May 22, 2009 at 10:41 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > yeah it'll be neat not to have to do it in script! > > You'll be able to define the lighting group regions (the invisible > rectangle that defines how things inside it are lit) > > and then you'll be able to create and position lights, and say which > lighting groups they are part of. > > And you'll be able to adjust the params of all those lights, like position, > direction, color, intensity... > > it should be neat (: > > and also being able to edit the color / properties of model materials in > the editor will be rad so we can re-use art peices and just re-colorize > them. > > Also, all options available in the editor will be available from script too > so we could do weird things like make objects less shiny over time. I have > no clue why we might want to but giving the power to do so I think is > important (: > > growl and we need multitexture support and bump mapping soon, it's gonna be > cool! > On Fri, May 22, 2009 at 9:58 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> Light editor sounds pretty badass >> >> >> On Fri, May 22, 2009 at 9:02 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> Hey Wurmz, would you wanna do some UI art for the editor? I was thinkin >>> you'd be great for this but let me know! >>> >>> Here's what i was thinkin.... >>> >>> #1 - a checkbox - both checked and unchecked to put to the left of "Casts >>> a shadow" in the info window. When the check box is clicked, it toggles >>> which image it shows >>> #2 -a "pos" icon button - to put next to the position line in the info >>> window. There should be a pressed down and not pressed down version. (like >>> a lil square button with an icon on it that shows something that kinda makes >>> sense that it is a position control) >>> #3 - a "rot" icon button - for rotation. same as above >>> #4 - a "scale" icon button - for scaling. same as above >>> #5 - some button to go next to "Type" in the info window which when you >>> click it, it will switch from decoration, to collidable, etc (there probably >>> will be more types later!) >>> >>> #6 - a button for the upper left, can be a lil larger, both a pressed and >>> unpressed version, for going into "model edit mode" (ie the mode we know and >>> love right now) >>> #7 - a button just like above, but for going into "light edit mode" (a >>> new editing mode for editing lights) >>> >>> >>> #8 - i dont really know how this is gonna work, but we'll need some >>> button too in the info window for bringing up a dialog which changes the >>> color of a model. Basically it'll bring up a dialog and for each material >>> in the model (there may be multiple - but most models only have 1, but there >>> could be lots!) we should be able to adjust the R,G,B,A of the material. I >>> was thinking maybe something like this in the dialog... >>> >>> <=| [Name of Material] |=> >>> R ---------O---------------- >>> G -----O-------------------- >>> B --------------------------O >>> A --------------------------O >>> >>> >>> where the <=| and |=> are buttons to switch to the previos and next >>> materials (we'd need both a pressed and unpressed version of each) >>> >>> and the -----O------ are slider bars (one peice of art for that) and the >>> O on that is some kind of sliding marker that can be dragged around >>> >>> #9 - bonus? if we had some art to use for dialog boxes here in the editor >>> instead of using the boxes that i've made. We can leave it for now though, >>> it doesn't make it any less functional hehe. >>> >> >> >