13-08-2019, 09:11 AM
-hdp --havok-debugger-port Which port to use for the havok debugger.
i don't spose that helps at all...
i don't spose that helps at all...
N Sane Trilogy level editor prototype
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13-08-2019, 09:11 AM
-hdp --havok-debugger-port Which port to use for the havok debugger.
i don't spose that helps at all...
06-10-2019, 01:43 AM
Hello, I haven't posted anything here for a long time beacuse I've been so busy just working on the editor. But I'm gonna be crazy busy with other stuff over the next few weeks so I wanted to share a progress update of where the current version is at (yes I did scrap the old version and start again, again).
The most important aspects of this version are 1. the fact that I finally spent some time learning how to read these files properly instead of just searching through them for byte arrays that look like they might represent coordinates, and 2. AdventureT's model converter which means that not everything has to look like an anonymous cube anymore. The combination of those two things means that the editor now looks like this: ![]() Things look a little bit messy because I'm learning more about how the files work at the same time as I'm working on the editor, which means I'm constantly rewriting everything and the code used to texture the scenary is completely different to the code used to texture the enemies, because I did the enemies later and haven't gotten around to copying that code into the part of the editor that deals with the scenary yet... it's a work in progress. And also I just don't think the thing I'm using to import the models is very good and I want to find something better. I am planning to release a video demonstrating the new features as soon as this thing is in a fit state to be shown off properly so I'll hold off on posting a ton of screenshots for now (you can find examples of most of this stuff on my Twitter) but here's a list of some of those features off the top of my head:
As I said I'm gonna be very busy with other stuff for the next few weeks so I'm not gonna be making as much progress as I have recently, and I'm not going to make any kind of predictions about when this thing might finally be ready to release or even when it'll be ready to show properly. I just wanted to show that I'm still going with this project and I'm still excited about how it's turning out. I'll make a video when I can but for now, I need a little break!
06-10-2019, 08:46 AM
Magnificent progress thus far ARD. Take your time mate.
06-10-2019, 02:27 PM
Looks great. keep it up!
07-10-2019, 06:40 AM
We're a couple steps closer to The Huge Adventure HD.
I'm an evil scientist, what do you expect? This isn't a game, you know...
The views in my posts, signature, and other content do not reflect the views of my employer.
15-10-2019, 12:01 PM
This is only a quick update but I won't be able to explain it in a tweet so I'm posting it here...
As I explained in my last post, so far the main method I've been using for saving levels created by the editor is in a custom format (.ard) which just contains the modified files. When you "install" one of these files, its contents are extracted to the game directory and a single file is imported into the target level archive which points it towards those modified files, rather than the original files inside the archive. One reason for doing it this way is to minimise the size of custom levels and make switching between them pretty much instant, but it also means that you are able to include stuff (crates, enemies etc) in your mods without breaking the levels that stuff came from. There are a few issues with this process though. For one, it requires the use of either the level editor itself or the updated level selector that will be released alongside it in order to play custom levels, which should be fine if you're making and playing lots of levels but might be annoying if you just want to try one. There's also the fact that, as far as I can tell after much experimentation, there's no way to load files from outside the archives in the console versions of these games. Since all the level combination stuff has relied on the use of external files, that has meant that the level editing available for the console games (which at this point is the only option for CTR) has been much more limited. HOWEVER, even though I said I was taking a break from the editor for a while, curiosity got the better of me and using the little free time I've had over the last few days I've looked a little more into the format of the archive files and finally figured out how to properly add extra files into them in a way that means they can actually be read by the game. This means that I should be able to include an option for you to export your custom level as a completely standalone level archive (.pak), including everything you've imported from other levels, for either PC or console versions of NST and also for CTRNF, without any reliance on external files or the need to install patches or anything. That also means that if I come up with any custom levels that I think are actually interesting enough to share before I've released the stuff needed to work with .ard files, I'll still be able to upload them in a format you can use. I haven't quite figured out the best way to implement custom level names etc using this new method, because those are stored somewhere else and are normally part of the patching process, but I'll work something out. There's also a tons of other crazy modding this probably opens the door to but I'm gonna try not to get too distracted by all that before the editor's done.
05-07-2020, 03:11 PM
I haven't done a good job of keeping this thread up to date for a while but here's a video I just uploaded going through some of the stuff I should have been posting here:
This project is so amazing !
If I had the game for PC (I have only the PS4 version), I would immediately download this ! Don't give up and good luck !
If you are still reading this in 2022 (and soon 2023), then congrats ! You've found my completely dead account and the stupid posts I made back then !
I've currently moved on with my life anyways, so... please don't take what I wrote two years ago seriously.
25-04-2021, 02:43 AM
Things have been a bit crazy for me over the last few months so I haven't had as much time as I would have liked for working on Crash stuff. But I'm getting back into it now and want to try to do a better job of keeping this thread up to date because people continue to ask me about the level editor pretty much every day. Which is a relief because I was worried no one would care anymore now that Crash 4 is on PC.
(I would have kept going with this project even if no one did care, don't worry) ![]() In its current state the level editor looks like ^this^. On the surface it doesn't look a whole lot different to when I was demonstrating it in my Arctic Antics behind the scenes video, but there have been a few changes since then and a lot of improvements. If you haven't seen it before then this video shows a series of levels I made using pretty much the latest version of the editor, so this should give you an idea of the kind of thing it's now possible to do (or at least most of the stuff in those levels was done with the editor, I did have to cheat with a few things). If you're interested in that reimagined project, I will be uploading a new video talking about it in the next couple of days. At this point the editor is now about 95% ready to go for version 1.00, but there are still a few things that are a bit broken or that will prevent it from working if your setup isn't basically identical to mine. So that's why it hasn't been released yet. But to give you an idea of where I'm currently at and what's left to do, these are the main things I'm aiming to get done as part of 1.00, most of these are already in progress:
If that sounds like a lot, it's nothing compared to what I've already done. The complicated stuff is finished. There are some features I have started working on but won't be developing further until after 1.00 is out. Some of these will still exist in 1.00 in some form but will be improved later, some I will remove altogether until they work better. These include:
There is other stuff I would like to add beyond those features that I haven't started working on yet and will probably leave until after most or all of the other updates are done. I'll probably release a new version every time I finish one of those things and of course there will be smaller bug fix updates etc in between once people start telling me how much I broke their computer. But I can worry about that after the first version is done. Thanks as always for the continued interest and support in this project! I will keep updating this thread as I work my way through that to do list so you can see how I'm doing. I can't really give an ETA at the moment because I still have a lot of other stuff going on but I have to be out of the place I'm currently living in a couple of months and have no idea what I'll be doing after that so I'm treating that as a hard final final deadline. Should hopefully be comfortably done before that though.
25-04-2021, 02:55 AM
I'm trying not to get my hopes up like I did when you said we'd likely have the editor before Crash 4.
I'm an evil scientist, what do you expect? This isn't a game, you know...
The views in my posts, signature, and other content do not reflect the views of my employer.
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