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WED alternatives? #368396
04/24/11 22:17
04/24/11 22:17
Joined: Feb 2010
Posts: 68
mireazma Offline OP
Junior Member
mireazma  Offline OP
Junior Member

Joined: Feb 2010
Posts: 68
Hello.
I'm an old newbie tongue - haven't time lately - but I want to catch up and redone the tutorials.

I've just followed the WED tutorial to some point at which the level just won't run (can't open WED.C error 355 Startup failure).
Even if it would work, it's a really pain in the back to build something in there or edit it.
So are there any 3rd party alternatives or workarounds? After all, I make my meshes in an external app anyway. But idk whether and how I can add the lights and all besides the normal 3d objects.

BTW the house in the tutorial gets compiled as a wmb in the main wmp? Still don't get how entities, lights and others are compiled or if you can just pop them out at runtime...

Last edited by mireazma; 04/24/11 22:18.

ERROR in communism.cpp, line 0:
#include<god.h>
was fatally missed.
Re: WED alternatives? [Re: mireazma] #368946
04/29/11 19:32
04/29/11 19:32
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
Serious User
Widi  Offline
Serious User

Joined: Aug 2007
Posts: 1,922
Schweiz
GED

Re: WED alternatives? [Re: Widi] #368947
04/29/11 19:43
04/29/11 19:43
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Better use WED instead of GED grin


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Re: WED alternatives? [Re: 3run] #368993
04/30/11 10:38
04/30/11 10:38
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
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Joined: Jul 2005
Posts: 1,930
Austria
GED is no alternative! It's buggy and although I'm always posting my bug reports to Conitec it seems like they are not going to fix them. I think they already gave up on GED and concentrate on the development of a complete new editor that will combine WED and GED. But I guess this editor is in the far future...


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Re: WED alternatives? [Re: Dark_samurai] #374890
06/22/11 11:07
06/22/11 11:07
Joined: Feb 2010
Posts: 68
mireazma Offline OP
Junior Member
mireazma  Offline OP
Junior Member

Joined: Feb 2010
Posts: 68
I hope the much awaited editor will make the jump in fitting users' hand from a sock to a glove.

How about the following, would it be possible?:
Make a surface and some solids in a 3D soft and somehow make it a level (wmp). From what I see in the wiki, a wmp file is readable and (hopefully) editable. No offense but WED is so... coarse and hard to work with. I almost feel like I'd be better off calculating all the coords on the paper and plugging them in a coded form grin


ERROR in communism.cpp, line 0:
#include<god.h>
was fatally missed.
Re: WED alternatives? [Re: mireazma] #374892
06/22/11 11:19
06/22/11 11:19
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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Joined: Aug 2009
Posts: 1,438
Spain
you can model your level in any 3D modelling sofware, export it to FBX 2010 and then import it in WED under file->import level from FBX


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Re: WED alternatives? [Re: painkiller] #374906
06/22/11 12:38
06/22/11 12:38
Joined: Feb 2010
Posts: 68
mireazma Offline OP
Junior Member
mireazma  Offline OP
Junior Member

Joined: Feb 2010
Posts: 68
Thanks.
Now that's better. The internal formats and mechanisms of a level is unclear to me. From what I can think of now, the "standard" structure of a WMP should normally contain 3D objects like: a terrain (HMP), level entities (WMB) and normal model entities (MDL). If I make the level (the terrain and the blocks) in a 3rd party soft, how would WED know which to convert to HMP, which to WMB, or MDL?


ERROR in communism.cpp, line 0:
#include<god.h>
was fatally missed.
Re: WED alternatives? [Re: mireazma] #374913
06/22/11 13:09
06/22/11 13:09
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
Serious User
painkiller  Offline
Serious User

Joined: Aug 2009
Posts: 1,438
Spain
when you import a 3d model as I said before, it becomes a static mesh, like a cube you have created in WED


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Re: WED alternatives? [Re: painkiller] #375006
06/23/11 08:20
06/23/11 08:20
Joined: Feb 2010
Posts: 68
mireazma Offline OP
Junior Member
mireazma  Offline OP
Junior Member

Joined: Feb 2010
Posts: 68
Thanks for answering. This is the very problem in the first place: transforming the objects after they are imported. I wonder how do you or other users manage to transform (move/rotate/scale) objects in WED the right way? You or anyone else please, tell me so I follow the same procedure.
Here's a fact:
I have 2 256 x 256 cubes just by each other, laying on the ground.
If I scale one of them a little, it lifts from the ground and won't touch the other cube anymore, cause it shrinks by the cube origin (center). How can I move it after scaling, so it's again aligned with the ground and the other cube? How do you do it? I'm not that picky to ask for a possibility to edit the origin of an object, although...

Last edited by mireazma; 06/23/11 08:21.

ERROR in communism.cpp, line 0:
#include<god.h>
was fatally missed.
Re: WED alternatives? [Re: mireazma] #375031
06/23/11 11:14
06/23/11 11:14
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
Serious User
painkiller  Offline
Serious User

Joined: Aug 2009
Posts: 1,438
Spain
Scale them and if move tool doesn't allow to place them so they touch go to file->preferences and in view options change the snap value to a lower one, this will allow you to move them with more accuracy


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