3D Starchart - Teaser 1: Rendering Planets
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Thats good news about the object selection, i will eagerly wait for the 06 release.
for costumes it is really not that difficult to get than to display
In: FLApi.Characters.Costume.cs, change it to look like this:
using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using FLApi; using FLApi.Solar; using FLApi.Universe; using FLParser; using FLParser.Ini; using FLParser.Utf; namespace FLApi.Characters { public class Costume { /// <summary>/// Gets or Sets the selected SpaceObject's Docking Character Costume ///</summary> public string costume { set { m_costume = value; setcostume(); } get { return m_costume; } } private string m_costume; public Costume(string s1, string s2) { if (s1 == null) s1 = ""; if (s2 == null) s2 = ""; if (s1 != String.Empty && s2 == String.Empty) this.costume = s1; if (s1 == String.Empty && s2 != String.Empty) this.costume = s2; if (s1 != String.Empty && s2 != String.Empty) this.costume = s1 + ", " + s2; } /// <summary>/// changes the spacecostume for the selected spaceobject ///</summary> private void setcostume(string newcostume = "") { // TODO: code it to allow changing the space_costume (Class: FLAPi.Characters.Costume, Function: setcostume(string newcostume = "")) if (!string.IsNullOrEmpty(newcostume)) { this.m_costume = newcostume; } } } }
then in FLApi.Universe.SpaceObject.cs
in function: public SpaceObject(âŚ)
locate: case âspace_costumeâ:
and the line before: break;
change it to:
SpaceCostume = new Costume(e[0].ToString(), e[1].ToString());and when you want to display the costume string read it from the costume property:
spaceObject.SpaceCostume.costume;
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Iâm sorry it doesnât work for you TheDvDMan, unfortunately I do not know Hebrew but if it is a generic vista error message it doenât seem helpful anyway. Vista must be worse than Iâd thought if it canât even run normal .NET applications properly.
edit:
Hmm, I just thought of something: Of course this could be a language or font problem (and wouldnât be the first one, why didnât I think of that before :-? ).@=Alex=:
Why almost? Seems to be working fine on your screenshot.I would have said that it works on all Windows platforms for which .NET and XNA are available but it seems now that I was too optimistic.
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great job on the object selection code mate. worked like a charm, and was easy to add to to be able to use the left mouse button to select the object.
As i mentioned after doing a quick convert of my app into C# i found that planets and lighting were rendering as they should based on revision 05. I have also intigrated the code changes for the object selection (ie: Revision 06).
I noticed you put in the code i wrote for the costume display, thanks mate, cheers for that. I plan on continuing work on it to allow for editing and saving it, as well as the faction class i am still working on.
anyway wanted to show this new screenshot of my app with the recent code changes, and the full conversion of the app into C#.
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So, I finally uplaoded binaries for 0.0.0.6, hope they work as well as 0.0.0.5 or better.
As usual, dowload here
I did some internal reorganisation so now thereâs no more flickering when hovering above systems on the sector map.
You can now turn trade lane rendering on and off by pressing t as well as jumphole and - gate routes with g and h respectively.
The names of objects are no longer displayed in the scene but the name and infocard of a hovered object is shown beneath the sector map@J.Walker:
Looks good, nice to see selection and lighting works. I did some changes but Iâm not so sure itâs better now. What you referred to as Revision 06 was actually revision 129 on svn, I updated to 130 just after I built release 0.0.0.6. Just FYI. -
Works fine for me, Vista Ultimate 64 bit.
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Nice project. Great to see such interest in developing FL further still after all these years! Using C# .NET and XNA framework to develop your application seems a good way to go about it. Perhaps there is an element of irony in the fact that it was MS who ultimately pulled the plug on this game, and now you are (in a sense) using their own freely available SDKâs and IDEâs to redevlop their gameâŚ.
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ok some new updates
(Note these updates have not yet been integrated into the svn as yet)
obstbaum has done some code refactoring along with several new classes being added to support object picking.As well as being able to toggle the tradelane lines on or off with the âTâ key, toggling jumphole lines on the sector map on or off with the âHâ key, and toggling the jumpgate lines on the sector map on or off with the âGâ key. (note these updates are available in the current SVN release)
The initial object picking was hover state only but I have extended the code to support left clicking an object and maintaining the bounding box display.
Also added is a zero plane grid that you can toggle on or off by using the âYâ key on your keyboard.
I am currently working on adding in a 3d object translation gizmo (move and rotate).
added a faction parser class to the FLApi that parses the initialworld.ini and empathy.ini files to retrieve full details on the selected faction including proper name, shortname, nickname, empathy rates, and reputation values. (currently working on reversing it to save changes back to the ini files)
i will let you all know when these new changes are available on the svn.
here is a new screenshot of it: