Ptah Battleplan and Downloads
There is a base requirement that Ptah be able to load and save in any format that COAL supports. There will be a cvs tag and a binary release after each phase.Phase I - Geometry
- Create bounding areas for particular land types by clicking on the map. - DONE
- Select one or more polygons by clicking on them. - DONE
- Select one or more polygons by drawing a box. - DONE
- Translate selected polygons. - DONE
- Edit specific points in the polygon by selecting and dragging them. - DONE
- Deleting polygons. - DONE
- Rotate polygons. - DONE
- Scale polygons. - DONE
- Cut, copy and paste selected polygons to another map or a different area of the same map. - DONE
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Ptah-0.2.0 Downloads
Ptah-0.2.0 for Windows (1.2 Megs)Ptah-0.2.0 for Gzipped Sources (91 Kbs) Ptah-0.2.0 Source RPM (92 Kbs) Ptah-0.2.0 Binary RPM (138 Kbs) Ptah-0.2.0 Spec File (1 Kb) |
Phase II - Textures
- Adding media resources to a map by selecting an image file from the local machine. - DONE
- Select a media resource to be a texture for a landscape polygon. - DONE
- Select a media resource to be the default texture when a polygon is created. - DONE
- Edit an existing media resource. - DONE
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Ptah-0.4.0 Downloads
Ptah-0.4.0 for Windows (1.2 Megs)Ptah-0.4.0 for Gzipped Sources (91 Kbs) Ptah-0.4.0 Source RPM (92 Kbs) Ptah-0.4.0 Binary RPM (138 Kbs) Ptah-0.4.0 Spec File (1 Kb) Another iteration of 0.4.0 is on it's way soon. Check it out! This version of the revised 0.4.1 release links statically with COAL and wxWindows and dynamically with the rest. It's the painless way to go. Ptah-0.4.1 Static Binary RPM (338 Kbs) |
Phase III - Hierarchy
- Be able to specify hierarchal relationships between polygons in code (no GUI needed). - This determines z-ordering while rendering the scene and also effects the translation of polygons. Parent polygons are rendered first and when they are translated their children are translate the same amount.
- Use the GUI to specify a 'target' polygon that will be the parent of all polygons created afterwards.
- Have a special window that shows the hierarchy for the whole map and allows you to edit it.
- Place objects in the game world by clicking on the map.
- Specify media resources for objects.
- Translate objects.
- Specify bounding volumes for objects. * Important currently no support for this *
- Be able to place objects in the map hierarchy.
- Be able to view and edit properties for polygons and objects.
Note that by Version 1.0 I'm not really implying a complete application. Just one that touches on everything I think is needed for a first pass. If everything goes as planned users of Ptah version 1.0 should be able to cobble together a fairly complete environment for World Forge servers.