Made some major changes. Threw out kxEditor. I'm already reinventing the wheel here with many of the game mechanics, and the editor was just too much. I'm trying to finish this quickly, and the editor was too time consuming and complicated to implement at this early phase.
Switched back to bsp levels, combined with 3ds meshes for entities.
Here is my latest function, LoadCollectables( ). It represents the latest evolution of my C++ style, which changes bit by bit as I read more and more other code, and adopt those things which make sense.
I've created an entity load system where the entity 'shapes' are located in a folder hierarchy to distinguish when and in which level they appear, utilizing the kxLevel->progress marker.
Level one's domain spans [100,199] although I likely will not use so many before 'progressing' to level two [200,299]
The 3ds files are exported from 3ds Max and can consist of four types: mesh, splineOpen, splineClosed, or none. For all types, collectables are spawned at all unique vertex locations, and then in-game neonGreen kxSplineNodes are created to connect them or not (none).
The result is an easy pipeline for the creation and placement of 'waves' of collectables (and enemies) using 3ds meshes.
And as a bonus, I found a neat little utility to convert my bsp maps into .obj format for importing into 3ds Max, making alignment easier. It's called Noesis, written by Señor Casaroja.
oasis.xentax.com/
No comments:
Post a Comment