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- +==================================+
- | Dark Forces UtilitieS and Editor |
- +==================================+
-
- TO DO LIST / WISH LIST
-
- Author : Yves BORCKMANS (yborckmans@abcomp.be (work))
-
- If you use and like this product, feel free to contact me for suggestions.
-
- Here is the current list, in no special order (but + means greater priority):
-
- + Complete the specs ASAP.
- I need you all for this, if you find new info, SHARE it !
-
- Also, if someone at LCE is reading this and is willing to help, I could use:
- - a formal definition for the INF and O languages
- - an explanation of what are the PARALLAXes (if they are used!)
- - a description of the int values after the texture offsets
- - a description of the last 128 bytes of .CMP files
- - a description of the first header of a .FME file
- - a full description of the .WAX files
-
- Thanks in advance.
-
- + Find something to generate object sequences automatically, could even
- include automatic generators.
-
- * Create sector as geometric shapes.
-
- * Allow to flip (horizontal or vertical)/scale/rotate the sectors when copying.
-
- * Implement copy of multiple things.
-
- ? Implement multiple split and delete of walls.
-
- * Implement sector splitting.
-
- * Implement sector internal splitting (ie create a gap AND a sector to fill it)
-
- + Correct the texture stitching so that it handles the SIGNs.
-
- * Texture a few walls, and propagate to all the walls of the sector,
- with automatic offsets for MID, TOP and BOT textures. This one should
- understand how to align TOP textures above doors, when the textures change,
- etc. (is this a dream ?)
-
- + Implement a correct palette mapper for the BM conversions, so that we can
- really make new textures. Does somebody have a correct algorithm for this ?
-
- + Create tools to make switches and animated textures.
- (like mksw_4_4.exe but much more user friendly, probably with text make files
- Something like
- SWITCH: name
- ON: sw1.bm
- OFF: sw2.bm
- and
- ANI_TX: name
- SPEED: s
- BEGIN
- 01: ani1.bm
- 02: ani2.bm
- ...
- n: anin.bm
- END
- )
-
- * Create FME <-> BMP convertor.
-
- * Create WAX <-> FME extractor and importer OR WAX generation from make files.
-
- * Make a .3DO viewer with or without texturing.
-
- * Make a 3D map viewer, without texturing, but with the possibility to
- show or hide layers and to zoom/rotate it.
-
- If you have made one of these last two, and want to share it, email me,
- so that we can talk about integrating it in the package.
-
-