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Early screenshot of ZeroEdit

Posted: Fri Feb 12, 2010 2:55 pm
by Teancum
Found this on GameSpy. Must've been what they used when transitioning from Battlezone II / The Clone Wars. Just showing it for fun.

http://pc.gamespy.com/dor/objects/61766 ... =mediaFull

http://pc.gamespy.com/dor/objects/61766 ... =mediaFull

And here's two random links for me to check out later, a BattleZone II Editor tutorial. Might have some fun little gems that will work for SWBF1/2's version of ZeroEdit (BattleZone II's editor was in-game).

http://zeroangel.overminddl1.com/index.php
http://www.bzuniverse.com/forum/index.p ... 392.0.html

Dark Reign 2 stuff to check out
http://dr2.zemzerrett.com/guides.html

.... I've already learned that the engine supports (or did) cineractives. In other words, in-game cutscenes. I'll probably play around and see what I can do with that.

Re: Early screenshot of ZeroEdit

Posted: Fri Feb 12, 2010 4:12 pm
by 501st_commander
So they are rebuilding ZE? It will be a veryyy good thing if it works on the newer operating systems.

Re: Early screenshot of ZeroEdit

Posted: Fri Feb 12, 2010 4:14 pm
by Maveritchell
501st_commander wrote:So they are rebuilding ZE? It will be a veryyy good thing if it works on the newer operating systems.
Oh! Fun game, the old "pretend like you didn't read the first post and make silly assumptions" game. I'll play too.

So they're making a game called Battlezone II? I hope it's as good as their Battlezone II from ten years ago.

Re: Early screenshot of ZeroEdit

Posted: Fri Feb 12, 2010 4:16 pm
by 501st_commander
I did read the first post..

Re: Early screenshot of ZeroEdit

Posted: Fri Feb 12, 2010 4:23 pm
by Maveritchell
501st_commander wrote:I did read the first post..
In that case, from which of the articles that you read did you glean that they were remaking Zeroeditor (in light of the fact that these screenshots are years old)?

Re: Early screenshot of ZeroEdit

Posted: Fri Feb 12, 2010 5:19 pm
by Eggman
Cool find. It looks like there were a few extra tabs in the older version - I'm wondering if they were removed for some reason, or maybe they were combined with other functions?

Re: Early screenshot of ZeroEdit

Posted: Fri Feb 12, 2010 5:35 pm
by Teancum
Maveritchell wrote:
501st_commander wrote:So they are rebuilding ZE? It will be a veryyy good thing if it works on the newer operating systems.
Oh! Fun game, the old "pretend like you didn't read the first post and make silly assumptions" game. I'll play too.

So they're making a game called Battlezone II? I hope it's as good as their Battlezone II from ten years ago.
I literally :lol: - Nice work Mav :thumbs:

Cool trick I learned from the sites I listed above: Open ZeroEdit, then hit CTRL + ~ to bring up the console. After that type editor. and hit the tab key over and over to scroll through commands.

Re: Early screenshot of ZeroEdit

Posted: Fri Feb 12, 2010 5:49 pm
by Master_Ben
Interesting: The only command that works for me I've tested so far is sky, and none of the commands in there work..... :|

Cool find though Tean'! Inspires me to check it out.

INTERESTING FIND EDIT:
Wow. Apparently, BZone took in raw .xsi files when modding and spit out .msh's! Does this mean free playermodel exports? Probably not, but it's still interesting.

Re: Early screenshot of ZeroEdit

Posted: Fri Feb 12, 2010 6:34 pm
by mswf
Yeah, I doubt that exporter can handle models with more polygons and I doubt even more that it can handle more complex skeletons, tentacles and cloth.

Still, those are all quite interesting to know facts. If you (Tean) are able to find a piece of the code that they used for those cutscenes, it'd be awesome. But I know of course that there's also a bigger chance it didn't make it to the SWBFII zeroengine version. It's still a cool thought though.

Re: Early screenshot of ZeroEdit

Posted: Fri Feb 12, 2010 8:08 pm
by Maveritchell
Teancum wrote:.... I've already learned that the engine supports (or did) cineractives. In other words, in-game cutscenes. I'll probably play around and see what I can do with that.
What would the difference between that and procedural animation be? It sounds like exactly the same thing.

Re: Early screenshot of ZeroEdit

Posted: Fri Feb 12, 2010 8:23 pm
by Grev
I like the Tatooine picture. WAIT, ARE THEY REMAKING TATOOINE? OH MY GAAAAWD!

Re: Early screenshot of ZeroEdit

Posted: Fri Feb 12, 2010 9:14 pm
by Teancum
Maveritchell wrote:
Teancum wrote:.... I've already learned that the engine supports (or did) cineractives. In other words, in-game cutscenes. I'll probably play around and see what I can do with that.
What would the difference between that and procedural animation be? It sounds like exactly the same thing.
Nothing, aside from being able to control when the camera is focused on that animation, and when it isn't.

Re: Early screenshot of ZeroEdit

Posted: Fri Feb 12, 2010 9:32 pm
by Maveritchell
Teancum wrote:Nothing, aside from being able to control when the camera is focused on that animation, and when it isn't.
There exists luacode for controlling camera position; I don't know how well it works.

Re: Early screenshot of ZeroEdit

Posted: Sat Feb 13, 2010 5:31 am
by Lephenix
It is a new version of swbf2modtool in progress ?

Re: Early screenshot of ZeroEdit

Posted: Sat Feb 13, 2010 5:33 am
by Sky_216
Lephenix_dor wrote:It is a new version of swbf2modtool in progress ?
*facepalm*
Maveritchell wrote:
Teancum wrote:Nothing, aside from being able to control when the camera is focused on that animation, and when it isn't.
There exists luacode for controlling camera position; I don't know how well it works.
Tried it. So far haven't got any of it to work with various parameters. Hopefully some of it works and i've been doing it wrong.

Re: Early screenshot of ZeroEdit

Posted: Sat Feb 13, 2010 6:33 pm
by Ace_Azzameen_5
If you can figure out how to get the camera commands to work, it would be cool, but at the moment you can do the same thing in a single player campaign by just forcing the player into a hud-less first person only turret. You could limit the rotation to nothing, and animate it around your 'cut seen' set up, similar to how the TV screen scenes in HL2 work, with the animatic happening way off in the distance.

Re: Early screenshot of ZeroEdit

Posted: Sat Feb 13, 2010 6:46 pm
by Maveritchell
Ace_Azzameen_5 wrote:If you can figure out how to get the camera commands to work, it would be cool, but at the moment you can do the same thing in a single player campaign by just forcing the player into a hud-less first person only turret. You could limit the rotation to nothing, and animate it around your 'cut seen' set up, similar to how the TV screen scenes in HL2 work, with the animatic happening way off in the distance.
That is no longer interactive; it's not the same as what I believe Tean's talking about.

Re: Early screenshot of ZeroEdit

Posted: Sun Feb 14, 2010 12:33 pm
by Ace_Azzameen_5
LOL, I engineered it to be uninteractive to mimic what I though a cutscence was. You of course know the limits of the interactivity though...

Re: Early screenshot of ZeroEdit

Posted: Sun Feb 14, 2010 2:04 pm
by Fiodis
Hmm, Tean, when I hit ctrl + ~ nothing happened.

Re: Early screenshot of ZeroEdit

Posted: Sun Feb 14, 2010 3:23 pm
by Teancum
Works for me:
Hidden/Spoiler:
Image