Closed DanielGibson closed 8 years ago
aren't those assets the ones in the assets branch?
yeah, but we need to merge that to master and I added some stuff in d3-base-assets recently, so it needs updating.
Also: Making sure the demo level works etc.
I forked the cegui_layout_upd_assets branch from cegui_layout and added the relevant assets from d3-base-assets + some from the old assets branch (and I merged some entity definitions from kordex into d3-base-assets before).
the demo level (crappy testmap) indeed works.
it's imported, the box level is wired to the menu and we have stubs for all entities and even proper definitions for many of them, so I guess this is done.
(in fact, the only entities still stubbed are: the triggers, ai* and path* (=> path.def) and some targets, but I have those mostly done)
https://github.com/DanielGibson/d3-base-assets
So we can at least load a simple level without any proprietary d3bfg assets.
While creating proper entity .def files takes long, at least func_* are done and I started creating stubs for the others that have the entity name and "spawnclass" (or, if none, "inherits") + information on whether it's an entity with a fixed size or not (editor_mins/editor_maxs set to vectors or "?").
The assets contain a simple box level, we just need to make sure it loads properly and that it's wired to the menu.