¨Okay, i Don't know if you guy's have seen these screenies allready BUT better late then never right? (even if you don't play along, do it anyway ugh)
Here is a screenshot of the Level Importer:
VL-Tone Says: Now here's some progress update:
Here you can save the level and stuff:
VL-Tone Says: This is the latest version of the importer interface.
When you click "Save level to ROM" you'll be presented with this dialog box:
Before saving you'll have to choose in which level slot you want to save it, and which level in the game it will replace.
The "Manage Level Slots" button will present you with a similar interface, but will be used to change the replacing levels for levels already saved in slots.
The "Empty Objects Only" option will save your level with empty 0x24 objects. The number of objects can be set.
The "Keep existing objects" will keep the objects found in the slot you're saving to.
And lastly, the "Use Objects From File" will use the objects found in the current level file (the number of objects found in the file is in parenthesis).
By default, objects won't be saved in the level file. Automatic saving of the objects in the file had too many potential problems. While it's obvious that when you just saved a level in slot 2, that you want objects from slot 2 to be copied in the level file, if you open another ROM where there's another level in slot 2, TT64 would save the wrong objects. That's why you can only save objects in the level file when you check the option ("When Saving Level File Also Copy Objects") which btw has the checkbox missing in the screenshot. And when you do use this option, you'll be presented with a dialog where you choose/confirm which slots you want to copy the objects from.
It sounds a little complicated, but keep in mind that the only time you'll want the objects copied in the level file is when you want to move a custom level from one ROM to another (or from one slot to another), with its objects intact. You don't need a constantly updated copy of the objects in the level file for this purpose, and you can always go back to copy the objects even if you forget to check the option, because those are saved in the ROM when you edit them in the main level editor module.
Normally, what you'll want to use is the "Keep Existing Objects" option, so if you change your .obj file and reimport the level, the objects that were already in the level slot will remain.
Note: I just realized that the "Polys:" count in the screenshot is wrong, it should read 3136 polys (triangles) for this level.
Here is the new scrolling design:
VL-Tone says: Here's some little progress update though.
Nothing much, but it will get me going on finishing the rest. As I explained in a previous post, Director 11.5 has some pretty buggy built-in scrolling text fields. I had problems with the coloring and underlining of specific lines, as well as other glitches, like text lines being chopped off.
I had to create my own custom scrolling field widget anyway for the material/texture list in the importer which features little preview icons, so I decided to create a more universal scrolling list/menu field from scratch so I could replace the buggy lists in the main level editor interface.
So here's the result:
I've programmed the whole scrollbar/list mechanism myself, which gives me much more control and helps me get around bugs and limitations of the built-in text fields. Unlike the built-in scrolling fields, mine have proportional scrollbars and live scrolling. Also, as you can see I can have "real" highlighting instead of having to use underlined text like I did before. The actual scrollbar graphics are a little ugly, but that can be easily changed.
I'll try to work on TT64 more in the next few days. Someone just donated $1 today, which is not "a lot", but it means a lot to me., symbolically. (Just so you know, I don't do this for money but I really don't get donations often, I actually only got three donations in 4 years so this one was a nice surprise.)
Well, now there is FINALLY a sky swapper... NO need to hack and using thos irretating (almost matrix) numbers I see all the time. LOL:
VL-Tone says: Anyway back to TT64. Not much progress since the last time, but here are some screenshots, as promised:
That's the "Sky Swapper" module, which you may have seen before, but I added more thumbnail space to accommodate custom sky backgrounds that will be used by the level importer.
Some new features: (VL-Tone says: This is the new main interface for the level editor, now in "Widescreen". I integrated the new copy/paste/duplcate and align buttons.
I must admit that I find the interface to be overcrowded now. It can be intimidating for novices. I guess I could remove a lot of the interface (including the newly added buttons) and hide everything in standard menus. It's nice though to have everything only one click away.
I don't think about doing any major interface changes to make it simpler and less crowded for version 0.6b, but I'm thinking about it maybe for 0.7b. I would certainly would like to avoid another review like the one from Destructoid when TT64 was first released, with this nice screenshot caption:
VL-Tone Says: Anyway back to the new module menu:
From left to right: Level Editor, Preferences, Texture Editor, Sky Swapper, Level Importer, Text Wrangler. These Icons are not final, if you have suggestions for icons, go ahead.
When you click on the icon on the top left of a module, little icons slide from under it and enable you to switch to any other module. When you click on one, the icons slide back under, with the one you choose sliding on top, which becomes the icon for the current module. It's a neat but somehow useless animation.
Okay I hope this was unexplored info