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CMM Mapping Suite - Page 4 - Custom Map Makers
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CMM Mapping Suite

For all your great and interesting ideas
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Rylius
King wiki
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Re: CMM Mapping Suite

Postby Rylius » Fri Dec 30, 2011 9:57 am

Skyrim got in my way. :D

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xandaxs
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Re: CMM Mapping Suite

Postby xandaxs » Fri Dec 30, 2011 10:18 am

Omg xD
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

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xandaxs
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Re: CMM Mapping Suite

Postby xandaxs » Sun Jan 01, 2012 1:05 am

On the compiling part. Add a switch for Radbump please :D
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

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Rylius
King wiki
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Re: CMM Mapping Suite

Postby Rylius » Mon Jan 02, 2012 12:34 am

xandaxs: sure

I'll just dump a download link here: http://sourceforge.net/projects/cmm-ms/ ... p/download
(Extract the zip somewhere, launch it with the script/.exe in the bin folder)
I'll provide some installers too at some point

Currently it has some wacky filebrowser which can open shaders and does some syntax highlighting on them. You can also validate them ( { and } placement is checked).
You can edit shaders, but you cannot save them. I am aware of this and I'll fix it soon.

I hope the whole update stuff works, the suite should give you a hint if it's not up to date. (Or check yourself, Help -> Check For Updates)

Please don't tell me what isn't working (since I can see that myself :P) but please go try it and see if it throws some error messages at you

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johnnyenglish
Space cake
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Re: CMM Mapping Suite

Postby johnnyenglish » Mon Jan 02, 2012 5:53 am

Really nice work Rylius - it works perfectly, it updated and the editor / filebrowser feels solid.

I didn't get any errors or problems.

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xandaxs
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Re: CMM Mapping Suite

Postby xandaxs » Mon Jan 02, 2012 10:00 am

Rylius, I'm not using my computer right now so I can't see if it already has that function. But, for future releases would you consider integrating some kind of engine to read surface sounds? Something easier then going all the way to the Comand Line.
It could just have 3 functionalities.
1- Path Setup
2- -se Button (we press it and choose the map, and the surface file is created.
3- -si Button (same as above but used to insert them in the bsp)
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

User avatar
Rylius
King wiki
Posts: 232
Joined: Wed Aug 17, 2011 8:14 pm
Location: Germany
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Re: CMM Mapping Suite

Postby Rylius » Mon Jan 02, 2012 10:19 am

Johnny, I didn't make the filebrowser and it really doesn't do what I intend it to do lol
xandaxs, it's on the list already :)

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xandaxs
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Re: CMM Mapping Suite

Postby xandaxs » Mon Jan 02, 2012 10:59 am

Yay! :D
Go geek! <o/
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

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gsigms
Posts: 102
Joined: Thu Aug 18, 2011 11:24 am
Location: London, UK

Re: CMM Mapping Suite

Postby gsigms » Wed Jan 04, 2012 11:07 am

i made a shader parser in python. I also have a map and bsp parser laying around, you can easily extract the list shaders used or rename shaders etc.

may be that could help you ?

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Fleuv
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Re: CMM Mapping Suite

Postby Fleuv » Tue Jan 10, 2012 8:10 pm

This would be usefull
- auto listing on shaderlist.txt if a change had found place.
- shader syntax correction
- rendering with a simple level example screen/preview. Where you can insert the shader of a skybox, brush(caulked, a simple cube), brush(clipped, a simple cube), terrain(map floor smoothed). Where the screen already should show results before it rendered the right thing.
-F1, "[TBD] Automatic PK3 packager" & map - zpak = newmap without zpak files.
-F1, "[TBD] Remove unused shader entries" & dubble models, sounds, env, etc..
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