Nysuatro- here’s a tip: Don’t build a level editor inside of 3ds Max.
Max’s performance is way too slow for the complexity required of a game level.
A good level editor requires much more customization than Max can provide, in terms of object and design hierarchies.
Using .NET and MXS is horrendous.
By the looks of your question, you are NOT ready to start on such a complex .NET endeavor. Your question with regards to .NET and C# doesn’t make any sense (.NET is a sort of framework, C# is one language used to interact with that framework). Using .NET in Max is the WORST way to learn how to program, since it requires all sorts of hacks, workarounds, and limitations.
I’d back up a few steps and first ask ‘what do I want to do,’ and then ‘how should I do it,’ before asking ‘how do I do it.’ What you’re proposing to do, I am quite sure, satisfies none of the conditions you are setting out to fulfill.
When is someone ready to program this? because what I need doesn’t have to be very complex.
Is Maya then a better solution for a level editor? I read somewhere that Naughty dog used it for Uncharted.
What do you think is a better solution then using max ?
My question was not how to program, but how to use .net in your development.
And to give some more information about 'What I want to do" :
I am working on a project where we have a custom 3d engine. It is for a demo so the editor doesnt have to be too complex.
What it has to do is place/instance models and being able to edit its properties depending on the kind of entity.
Hey Nysuatro,
I had written something like the one you are looking for at my work. I can give you some suggestion. Since you are not looking for a complex editor, you can go ahead and write the tool using MXS+.Net and you a custom attribute to track and modify properties needed for the game engine. You can also use dummies/helper for defining zones/portals, triggers etc… And as far as using dotnet in development you can use it for displaying hierarchy,properties and many many things. @floatvoid
[QUOTE=floatvoid;7078]What is the method for docking custom controls like this (on the right): news
I also saw a ShaderFX video where the window was docked inside a viewport.[/QUOTE]
The controls are rollouts created in maxscript and made dockable using this command
--cui.RegisterDialogBar <RolloutFloater_or_Rollout>
--A small example
rollout dockRollout "Dockable Rollout"
(
local dock= false
button btn1 "Dock/UnDock" width:240 height:30
on btn1 pressed do
(
if dock == true then
(
cui.FloatDialogBar dockRollout
dock = false
)
else
(
cui.DockDialogBar dockRollout #cui_dock_left
dock = true
)
)
)
createDialog dockRollout 270 50
cui.RegisterDialogBar dockRollout
Hey,
I went to your post. I want to suggest some words. I’m creating a map editor for our next game. It seems like it would be easiest using Forms and C#. I can get the tileset loaded, and have each tile split out separately and redisplayed in the form, but I’m having a problem with displaying the overall map.
Thanks mate
Addie