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Full Version: dim3 v2.5 Beta Bugs & Feedback
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I today tried the 2.5b3 Editor for the first time and I am a little upset. The mesh translation might help you guys, but it's horror for me. In my space game all space systems are just large cubes without a ceiling. Let's say 4800x4800x200, a transparent grid tex on the floor, a invisible wall tex and no ceiling.

In 2.2 I would just make a new map, set the size and number of segments, set the grid tex, hit OK. Then replace the grid tex on the wall with the invisible one and that's it.

In 2.5 there in no dialog when creating a new map to create some base. I then tried to create a large portal, but I see no place to set the absolute size. So I created some portal that according to the numbers on the bottom was approx. 2400x2400. Unfortunately there was no way to drag it's size in steps of maybe 100.

In top view I saw no grid, but the option is quecked. There was no way to orient myself in space. In the old Editor you could see the pre-layout segments giving you orientation and there was a zoom slider. Where is that one?!

I then throw in a cube mesh but again I see no way to set's it's absolute size and position. Dragging the size of the cube inside the portal that mesh would not stick inside the portal, which is inconvenient again.
Then I found no way to pick one side of the cube and drag it along x, y or z. Then I looked for a way to delete the ceiling side but found no way for that either.

Then I thought "forget the cube" and tried to build my own from single polys for the side and floor, but did not see how to do it.

I guess I am missing a lot here, but that's how I see it, as sad as that may be.
Bradamante--go to object selection mode, then you'll be able to resize the cube. Wink
The grid thing isn't for a visible grid but for the snap to grid (so you can restrict movement).
As for changing the portal, go to portal view and if you want to change it but by steps of 100 or so, click the big grid button on the top of the screen.

What your going to want to do for your game, I think, is just hit the new portal, set the size, and fill it with a cube (then maybe delete the ceiling), as there's no need to subdivide if it's not rendered. (invisible so not rendered)

Brian--we DO need a way to subdivide, that way it's easier to make a giant grid, and we also need a face button to make one face.... Also, you shouldn't be able to resize/move things out of the portal so easily, it makes it hard to make a room....
[EDIT]Also moving with the arrow keys doesn't work. Wink
Quote:we also need a face button to make one face.

Just make an OBJ with one quad and add it to your library.
ccccc Wrote:Bradamante--go to object selection mode, then you'll be able to resize the cube. Wink
The grid thing isn't for a visible grid but for the snap to grid (so you can restrict movement).
As for changing the portal, go to portal view and if you want to change it but by steps of 100 or so, click the big grid button on the top of the screen.

What your going to want to do for your game, I think, is just hit the new portal, set the size, and fill it with a cube (then maybe delete the ceiling), as there's no need to subdivide if it's not rendered. (invisible so not rendered)

Brian--we DO need a way to subdivide, that way it's easier to make a giant grid, and we also need a face button to make one face.... Also, you shouldn't be able to resize/move things out of the portal so easily, it makes it hard to make a room....
[EDIT]Also moving with the arrow keys doesn't work. Wink

Auto-making grids will make a come-back, it'll just be all new code and I'm trying to get all the mesh stuff first.

Note that making single faces could potentially be slower; meshes are a bit more efficient.

[>] Brian
There will be another update in the next couple days -- probably nothing new in Engine as there's a lot of code underneath the hood that I'm going over. One of the big ones is that scaling breaks for anything other than 640x480 (nobody's ever changed this.)

This isn't good because you'll need to be able to use other scales for widescreen interface support, so that all needs to be fixed an it's a pretty big hassle Smile

I'm also reworking some of the network code, especially to handle local clients.

Still really concentrating on Editor (and some new functions in Animator.) Will be getting to Engine in a little while, though, as Editor is getting beaten into shape.

[>] Brian
Brian--what I mean is a way to make one face, then connect it to others....
This is gonna be sweet.... Smile
Bink -- I fixed that lighting problem -- I decided to take a look at a couple of things in Engine while I was doing major fixes. I've also got in a couple reworked physics things (like being moved or rotated when staring on moving meshes.)

[>] Brian
Brian, I double clicked on a polygon on a mesh I had imported, and the offset X said: "nan". What's that?
Dr. Infested Wrote:Brian, I double clicked on a polygon on a mesh I had imported, and the offset X said: "nan". What's that?

"not a number", there's some weird in my calculations. Is it possible for me to get the map (and tell me in the email exactly which polygon it is.)

[>] Brian
Eh, okay. I ran through several versions of the same mesh, but I think I still have the original version, I'll send it to you right away with the other information, also I'm having some trouble with other polygons. They don't show the NAN thing, but when I set the X value or something to any number, it just resets back to zero.

EDIT: Found it, I just emailed it to you.
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