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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

Map Editor: Ganesha 0.60 Released  (Read 40959 times)
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CidIII [Posts: 971]
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  • [March 15, 2009, 08:55:16 PM]
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« Reply #20 on: March 15, 2009, 08:55:16 PM »
You could stop it from rotating I don't know if it's possible with the "Mighty Mouse".
« Last Edit: December 31, 1969, 11:00:00 PM by CidIII »
I refuse to play Final Fantasy Tactics again until I am able to do my FF6 patch! And, FFT 1.3 doesn't technically count as FFT: so there!
Cheetah [Posts: 3656]
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  • [March 15, 2009, 10:01:51 PM]
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« Reply #21 on: March 15, 2009, 10:01:51 PM »
Haha yeah I don't think it is possible with my Mighty Mouse at this point. I meant in general though, no reason to have a program due both those things at once.
« Last Edit: December 31, 1969, 11:00:00 PM by Cheetah »
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gomtuu [Posts: 208]
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  • [March 15, 2009, 10:03:30 PM]
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« Reply #22 on: March 15, 2009, 10:03:30 PM »
Quote from: "Cheetah"
I just got a new super speedy computer so things are running much faster now, however Ganesha is very very slow. Map2gl has always looked great and run smoothly, but Ganesha...well I would say the map rotates about 5-10 degrees for each frame of animation. So really fucking slow. Maybe if you didn't have the map rotating and selecting the coordinates of polygons at the same time it would run better, though I'm sure that is all to come in the future.

The rotation itself shouldn't slow things down noticeably because, whether it's rotating or not, it's still drawing the whole scene every frame. The rotation code is just a few sin() and cos() function calls each frame, which is pretty insignificant. Selecting polygons takes some processing power, but of course we can't get rid of that or it wouldn't be much of an editor. :) Anyway, on my computer, map2gl and Ganesha are both pretty speedy (as in 60+ fps). You run the source version of map2gl, right? So I'm guessing Parallels is causing the speed hit.

According to the Panda3D people, the new version of Panda3D (with a native OSX release) will be out in a week or so; once it is, you can try that to see if it's faster. I plan to post the source version of Ganesha by then.
« Last Edit: December 31, 1969, 11:00:00 PM by gomtuu »
Cheetah [Posts: 3656]
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  • [March 15, 2009, 10:42:46 PM]
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« Reply #23 on: March 15, 2009, 10:42:46 PM »
Nah, I don't run the source version of map2gl. I will try running Ganesha again to see if it speeds up at all.

PS: Yeah definitely running a bit slow. But like Cid said the mighty mouse isn't working so well in Parallels to stop the rotation, if that happened at least I could choose what polygon I wanted to look at haha. Still totally usable at this point though as far as I can tell.
« Last Edit: December 31, 1969, 11:00:00 PM by Cheetah »
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gomtuu [Posts: 208]
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  • [April 06, 2009, 12:36:34 AM]
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« Reply #24 on: April 06, 2009, 12:36:34 AM »
Good news, guys! Panda3D 1.6.0 was released a few days ago. As they promised, there's an OS X version. Also, I got a MacBook for work, which means I can test my programs in OS X easily now. I just tested Ganesha on it with Panda3D 1.6.0 and confirmed that it worked. I also found that running the source version of Ganesha was many times faster than running it in Parallels.

I plan to release version 0.02 of Ganesha within the next few days. It won't have much in the way of new features, but I'll post both a binary (Windows) version and a source (Linux/OS X) version this time, with installation instructions for each one.
« Last Edit: December 31, 1969, 11:00:00 PM by gomtuu »
Cheetah [Posts: 3656]
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  • [April 06, 2009, 08:22:10 AM]
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« Reply #25 on: April 06, 2009, 08:22:10 AM »
Sweet! I know I'm probably just about the only person the this is really exciting for, but don't worry Gomtuu I'm pretty sure my enthusiasm will manage to carry you to each subsequent release.
« Last Edit: December 31, 1969, 11:00:00 PM by Cheetah »
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Vanya [Posts: 3958]
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  • [April 06, 2009, 11:59:30 AM]
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« Reply #26 on: April 06, 2009, 11:59:30 AM »
I'm trolling this app. ^_^
« Last Edit: December 31, 1969, 11:00:00 PM by Vanya »
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    Kokojo [Posts: 1864]
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    • [April 06, 2009, 03:26:56 PM]
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    « Reply #27 on: April 06, 2009, 03:26:56 PM »
    Nice gomtuu, i am happy you are alive !

    Of course, i am waiting for something like ganesha 1.01 because i am not so talented myself, but progress is always nice. Long live gomtuu !
    « Last Edit: December 31, 1969, 11:00:00 PM by Kokojo »
    I keep leaving, I keep coming back. Boomerang boy.
    gomtuu [Posts: 208]
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    • [April 08, 2009, 04:26:50 PM]
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    « Reply #28 on: April 08, 2009, 04:26:50 PM »
    Ganesha 0.02 is now available.

    Instructions for installing the source version are in README.source inside the ZIP file.

    As I mentioned, it's not very different from 0.01, but there's a source version now for those who want a smaller download. And on Macs, you'll be able to run the source version without Parallels, which will be faster than 0.01 (binary) was in Parallels. Test it out and let me know if it works for you!
    « Last Edit: December 31, 1969, 11:00:00 PM by gomtuu »
    Cheetah [Posts: 3656]
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    • [April 08, 2009, 06:05:54 PM]
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    « Reply #29 on: April 08, 2009, 06:05:54 PM »
    Okay I have everything installed, but one noob question. How do paths start in OSX, and what is the starting location?
    « Last Edit: December 31, 1969, 11:00:00 PM by Cheetah »
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    • [April 08, 2009, 09:08:25 PM]
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    « Reply #30 on: April 08, 2009, 09:08:25 PM »
    Quote from: "Cheetah"
    How do paths start in OSX, and what is the starting location?

    You don't need to supply a path; Ganesha will let you pick a GNS file if you run it without any command-line parameters. But if you want to give it a path, you can either use an absolute path or a relative path. An absolute path would look like this:
    Code: [Select]
    /Users/cheetah/Desktop/FFTCD/MAP/MAP001.GNS
    Or, if you're in a new Terminal window (which should start you in /Users/cheetah), you should be able to use a relative path like this:
    Code: [Select]
    Desktop/FFTCD/MAP/MAP001.GNS
    With a relative path, you can use two periods each time you want to go up a directory. If you were in /Users/cheetah/Desktop/downloads/Ganesha-0.02 for example, you could use this:
    Code: [Select]
    ../../FFTCD/MAP/MAP001.GNS
    « Last Edit: December 31, 1969, 11:00:00 PM by gomtuu »
    Cheetah [Posts: 3656]
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    • [April 08, 2009, 10:20:05 PM]
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    « Reply #31 on: April 08, 2009, 10:20:05 PM »
    Opens a window and then shuts it down. Here is what I get in the terminal:

    Userscomputer:~ User$ /Users/User/Desktop/Download/Ganesha-0.02/main.py /Users/User/Desktop/FFT/FINALFANTASYTACITCS/MAP/MAP098.GNS
    DirectStart: Starting the game.
    Known pipe types:
      osxGraphicsPipe
    (all display modules loaded.)
    :display(warning): FrameBufferProperties available less than requested.
    Unable to open file /Users/User/Desktop/FFT/FINALFANTASYTACITCS/MAP/MAP098.GNS
    « Last Edit: December 31, 1969, 11:00:00 PM by Cheetah »
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    gomtuu [Posts: 208]
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    • [April 09, 2009, 04:41:13 PM]
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    « Reply #32 on: April 09, 2009, 04:41:13 PM »
    Quote from: "Cheetah"
    Unable to open file /Users/User/Desktop/FFT/FINALFANTASYTACITCS/MAP/MAP098.GNS

    You'd get that error if the file you're trying to open doesn't exist or isn't readable. Most likely the former. Are you sure that's the correct path to the file? It's case-sensitive. If you need to add spaces somewhere in the path, you can put the whole path in single or double quotes.

    You shouldn't need to specify a file on the command line. Does it work if you leave it off?
    « Last Edit: December 31, 1969, 11:00:00 PM by gomtuu »
    Cheetah [Posts: 3656]
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    • [April 12, 2009, 08:23:11 PM]
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    « Reply #33 on: April 12, 2009, 08:23:11 PM »
    Well I was just being stupid and now I have it figured out. Double clicking main.py just opened it up in a text document, which was my main problem. I finally just used terminal to open main.py with a direct bath and once it was opened chose a GNS file. This is looking way better than the first version is running full speed as far as I can tell. Very freaking awesome! I love that is shows the normal vectors, I will definitely use that as a reference in the future.
    « Last Edit: December 31, 1969, 11:00:00 PM by Cheetah »
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    gomtuu [Posts: 208]
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    • [April 13, 2009, 05:36:47 PM]
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    « Reply #34 on: April 13, 2009, 05:36:47 PM »
    Glad you got it working!
    « Last Edit: December 31, 1969, 11:00:00 PM by gomtuu »
    Havermayer [Posts: 309]
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    • [April 20, 2009, 06:07:05 PM]
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    « Reply #35 on: April 20, 2009, 06:07:05 PM »
    If I try to run it, it crashes shortly afterward.
    LastingDawn [Posts: 3452]
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    • [April 22, 2009, 08:25:37 PM]
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    « Reply #36 on: April 22, 2009, 08:25:37 PM »
    Well done, Gomtuu! Intiuitive and very easy to set up (which is rare coming from a hacking community) and works great on Vista! Can't wait to see updates for this!
    « Last Edit: December 31, 1969, 11:00:00 PM by LastingDawn »
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    DarthPaul [Posts: 5381]
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    • [April 22, 2009, 08:53:22 PM]
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    « Reply #37 on: April 22, 2009, 08:53:22 PM »
    Took me a minute to figure out which map it was.

    Without color it looks like a deep dungeon map.
    « Last Edit: December 31, 1969, 11:00:00 PM by darthpaul »
    Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die
    Smitson [Posts: 791]
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    • [May 17, 2009, 09:36:11 PM]
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    « Reply #38 on: May 17, 2009, 09:36:11 PM »
    I gotta say this is very nice!
    « Last Edit: December 31, 1969, 11:00:00 PM by Smitson »
    Cheetah [Posts: 3656]
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    • [June 04, 2009, 02:09:50 AM]
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    « Reply #39 on: June 04, 2009, 02:09:50 AM »
    Gomtuu, FFH needs you!

    In my desperation for a map editor I have gotten into the habit of sketching maps that I hope to one day make for various patches. The idea of this one is that it is the rear of the Military Academy in Gariland where the students train. Plus the stables are back there for chocobos, in the hope that they will become accustom to the sounds of battle. It isn't really clear in any of these shots but the part of the Academy is supposed to be a covered walkway with two levels. I'm not sure if this could actually be implemented like that, but it would be cool. It is a pretty flat map, but there are some raised areas for archers to take advantage of with the help of a few well placed boxes. I also went for a bit of variety of different elemental tiles, with a water one if you jump into the chocobos' water trough.
    « Last Edit: December 31, 1969, 11:00:00 PM by Cheetah »
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