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Author
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Topic: Texture Edit 4 Preview
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CroftsGate Member Posts: 160 From: Registered: Jan 2001
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posted 06-22-2002 06:19 AM
Just thought I post a screenshot of what the new Texture Edit is looking like and here it is. If you're interested in beta testing the new version then email me and let me know. ------------------ John "IconJohn" Jones http://www.croftsgate.co.uk iconjohn@croftsgate.co.uk A Member of the GameSpy Network http://www.gamespy.com http://www.gamespy.org http://www.gamespy.net http://www.3dactionplanet.com [This message has been edited by CroftsGate (edited 06-24-2002).] IP: Logged |
LeeO Member Posts: 916 From: Registered: May 2001
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posted 06-22-2002 07:18 AM
Lookin' good...IP: Logged |
Raider of Tombs Member Posts: 740 From: The mining ship Red Dwarf Registered: Dec 2000
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posted 06-22-2002 09:13 AM
Cool! - what's hidden in the effects and view menus? I would like to know!BTW, are you using VB, or C++? IP: Logged |
CroftsGate Member Posts: 160 From: Registered: Jan 2001
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posted 06-22-2002 11:37 AM
Hi Raider of Tombs,First up, Texture Edit, is entirely programmed in Visual Basic 6 as it's the easiest and fastest to use when putting together Windows applications. The view menu contains options to change what the interface of the program looks like, not very exciting. But the effects menu has around fifty filters and special effects including bluring, sharpening, setting the contrast, emboss, set to greyscale, swap colors, make negative, ripple effects, soften, make the image look like glass, etc... In all the program has an impressive list of new and updated features which is why I've been working on it for the past four months. Version 3 of Texture Edit wasnt at all popular with many level editors complaining about the lack of features. This time I hope I've added enough to keep evryone pleased. I'll be releasing a more comprehensive list of What's New when it nears completion which is'nt long now. And LeeO, Thanks for the support. I've spent a lot of time going over the programs interface to make it more user friendly.
All the best, John Jones
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Raider of Tombs Member Posts: 740 From: The mining ship Red Dwarf Registered: Dec 2000
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posted 06-22-2002 01:44 PM
Wow - that's really cool! I'm sure those filters could come in handy.edit- Just out of curiosity, I tried to code a floodfill a while back, but had no luck - how did you do it? Is it an api call, or straight coding? [This message has been edited by Raider of Tombs (edited 06-22-2002).] IP: Logged |
CroftsGate Member Posts: 160 From: Registered: Jan 2001
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posted 06-22-2002 02:53 PM
Raider of Tombs:Getting the actual drawing tools to work wasn't easy. It's because of these tools that I've spent a lot of time on the program. But in answer to your question, the only way (because it's the fastest and most efficient) to floodfill on a picture box is thourgh an api call using the GDI built into windows. IP: Logged |
Raider of Tombs Member Posts: 740 From: The mining ship Red Dwarf Registered: Dec 2000
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posted 06-22-2002 03:31 PM
I'd be happy to beta test: joeverdi@excite.comIP: Logged |
Verner fon Croy Member Posts: 68 From: Registered: Aug 2001
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posted 06-23-2002 01:20 AM
togiva@libero.it ^_^ I can test your program ^_^Verner IP: Logged |
CroftsGate Member Posts: 160 From: Registered: Jan 2001
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posted 06-24-2002 01:48 PM
*Bump*IP: Logged |
David 070 Member Posts: 339 From: Registered: Apr 2001
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posted 06-24-2002 10:08 PM
wow!so many cool programs for the trle are coming out now.. it must be christmas in june lol.. i think all we really need now is a cutscene editor and a sound editor and then we level designers wont have anything else to ask for (sigh) IP: Logged |