Looking for some Coppercube help

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DawsonXB360
Posts: 13
Joined: Fri Mar 18, 2011 7:55 pm
Location: 219

Looking for some Coppercube help

Post by DawsonXB360 »

Hi everyone,

I've reached the point where I need to start mapping and I've decided to use Coppercube to do it. It's a handy little program.

I have a question! I need a way to somehow attach information to nodes I place in Coppercube so when I load a scene in my code I can parse this information and give nodes different attributes. As an example I'd like to attach a tag as a string "MEDIPACK" to nodes I've placed intending to be medipacks, I should then be able to parse the scene to obtain this string and set up the node as a medipack inside my code.

If this isn't possible in Coppercube I'm more than willing to switch to a map editor which is capable of something similar.
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Re: Looking for some Coppercube help

Post by serengeor »

DawsonXB360 wrote:Hi everyone,

I've reached the point where I need to start mapping and I've decided to use Coppercube to do it. It's a handy little program.

I have a question! I need a way to somehow attach information to nodes I place in Coppercube so when I load a scene in my code I can parse this information and give nodes different attributes. As an example I'd like to attach a tag as a string "MEDIPACK" to nodes I've placed intending to be medipacks, I should then be able to parse the scene to obtain this string and set up the node as a medipack inside my code.

If this isn't possible in Coppercube I'm more than willing to switch to a map editor which is capable of something similar.
I remember I had the same problems and I think there was no way of storing user information back then. I think there was userdata tab but it was not working.
You should consider writing your own level editor. Simply because you can add what ever feature you might need, even though it might take some time to get it done :wink:
Working on game: Marrbles (Currently stopped).
DawsonXB360
Posts: 13
Joined: Fri Mar 18, 2011 7:55 pm
Location: 219

Post by DawsonXB360 »

Yeah I have considered writing my own editor my only worry is that it will side track me too much. I want to focus on the actual game engine which I'm intending to use as part of a portfolio to help me get into university, I'm not sure I'll have the time for an editor.

If there is no solution though I will write my own editor, I'm not doubting it'll be a lot of fun :)
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

DawsonXB360 wrote:Yeah I have considered writing my own editor my only worry is that it will side track me too much. I want to focus on the actual game engine which I'm intending to use as part of a portfolio to help me get into university, I'm not sure I'll have the time for an editor.

If there is no solution though I will write my own editor, I'm not doubting it'll be a lot of fun :)
Well, the level editor could also go into your portfolio.

You could try other editors, or maybe use irrEdit that supports plugins. So you could write a plugin that writes maybe to an external file the things you need. Don't know if its possible with it though.

But if you have your engine ready for your game it might just be easier to write a simple level editor on your own than to hack some other editors to work the way you want.
Working on game: Marrbles (Currently stopped).
DawsonXB360
Posts: 13
Joined: Fri Mar 18, 2011 7:55 pm
Location: 219

Post by DawsonXB360 »

I hear what you're saying. A level editor will make a much more complete game engine package anyway. I'll probably make a map/Lua editor that I can implement all the game logic from. Thanks for the help :)
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