(30-03-2016, 04:39 PM)mib_f8sm9c Wrote: -Make VisObj64 objects to hold 3d model data, an OpenGL control and camera class [DONE]
-Add F3DZEX->VisObj64 and VisObj64->.OBJ converters, make VisObj64 reference the F3DZEX data so backwards-editing will be possible
-Create a Microcode visualizer (display microcode data as visual blocks to simplify adding/moving/removing microcode data within a file)
-Write extra microcodes into Cereal64 [At this point, a level viewer should be possible for Mario Kart 64]
-Add .OBJ->VisObj64 and VisObj64->microcode converters, to allow importing data
-Write tools to read & manipulate games [Here's where the actual level editor would be started, though I have equal interest in Zelda & SSB & Starfox64 editors]
There's quite a bit left to do, and some of the VisObj64->Microcode code will probably be really messy, but I'm working on it.
This sounds like a solid plan. I think I'm working on a path very parallel to yours to create 3D contols for editing levels in the
Blast Corps Editor (although it is F3D, not F3DEX). I'm currently using OpenTK on top of Windows Forms. Out of curiosity, what frameworks are you working with to accomplish this?
I am intrigued by your microcode visualizer idea. Do you have more detailed plans for this? Is this just to break down microcode into human readable descriptions or something that could render F3D blocks on the fly while editing?
If you haven't seen it already, you might be interested in looking at xdaniel's
SceneNavi project, a level editor for Ocarina of Time and Majora's Mask written in C# using WinForms and OpenTK.