Dr. Infested Wrote: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.
This is a bug in the map texture UV -- it's pretty ugly, I'm working on a fix. It won't mess up anything you are doing, it just makes incredible goofy numbers that DO work but can't really be edited because they are so goofy
I might make an option to re-snap the entire map to map UV's if the fix is a bit sticky.
NOTE: I've just added the ability to auto-generate meshes along with libraries (i.e., a mesh that's X/Y/Z divisions in size, exactly like the old portal creator.)
Another day or two, then a new version.
[>] Brian
It's not 2.5 related, but using 2.2 I bumped into a few things and I thought I'd post them here:
- rays/lasers seem to have no transparency setting, i.e. they are always fully visible; would be cool if we had a transparency setting like for everything else
- would be cool if rays could be faded out softly
- rays could need some soft border; maybe bitmaps as rays?
- from an older forum thread I know that turning via key input (instead of via mouse) is hard coded, i.e. fixed speed. would be good to see that flexible
If that stuff was mentioned before or fixed in 2.5x then I apologize.
EDIT: Experimenting more with rays. Could it be that rays below 2px thickness are always white? Above that they have the color assigned?
Image rays are really needed, I keep forgetting to ask for this.

Bradamante, remind me about the ray stuff at a little later date; I've got a list of your requests and will be getting to them ASAP, after the hump of the mesh stuff gets over with.
There needs to be more control over rays, what there really needs to be is a ray XML (like particles or rings) so you can set them up and then just call them by name. Right now there's very little options and it makes them a bit hard to use.
[>] Brian
v25b4 Released!
Again,
this is BETA SOFTWARE. Backup your data!
There are still some missing features and requests (punching holes being the big one), but I wanted to get out another copy as this one adds back some functionality and fixes some big bugs (especially how screwed up Map UVs were.)
I snuck in a couple Engine updates while I was at it. Also, not on this list as it's not exposed, many, many updates to the underlying interface code (better widescreen support) and network code (do NOT try networking, it'll crash at this point.)
Changes:
Code:
Editor
* added mesh change undo
* choose library object dialog allows auto-generated meshes
* fixed a bug in map UV coordinate generation
* mouse wheel movement auto-selects panels
* delete key deletes a single polygon (instead of mesh) if single poly mode is on
* portal moves snap when grid is on
* fixed bug in polygon deletion that would mess up vertex list
* fixed bug where piece menu items wouldn't be enabled
* lights start out with better intensity
* Reset UV option for entire map
Engine
* reworked moving meshes moving and rotating objects standing on them
* reworked moving objects moving objects standing on them
* numerous fixes to GUI scaling problems (many more needed)
* added scale setting to interface.xml
* fixed a bug with lighting tesselation
* fixed a possible crashing bug with movements
* fixed a possible crashing bug with exiting joined games
Shaders
* added uniform vec3 dim3AmbientLightColor
* give list light normals (dim3LightNormals)
* shader light list is now sorted
* fixed a bug where the shader light list could be screwed up past the first entry
If you don't see you requests on the list, I haven't forgotten you, this is just all I could get done in a week

I also included a new copy of the docs as there's a couple new shader variables.
Location:
http://homepage.mac.com/ggadwa/Misc/dim3_v25b4.zip
[>] Brian
Muahaha! First to download!
Well, I can't get the Editor to work, I guess thats a problem...
I try to make a new file but it says that it is either locked or a file is missing, and its not in the .dmg mount either.
Nightblaze Wrote:Muahaha! First to download!
Well, I can't get the Editor to work, I guess thats a problem...
I try to make a new file but it says that it is either locked or a file is missing, and its not in the .dmg mount either.
You sure you put the Editor app in a folder with a Data folder in it?
ggadwa Wrote:Changes:
Code:
Editor
* added mesh change undo
* choose library object dialog allows auto-generated meshes
* fixed a bug in map UV coordinate generation
* mouse wheel movement auto-selects panels
* delete key deletes a single polygon (instead of mesh) if single poly mode is on
* portal moves snap when grid is on
* fixed bug in polygon deletion that would mess up vertex list
* fixed bug where piece menu items wouldn't be enabled
* lights start out with better intensity
* Reset UV option for entire map
Engine
* reworked moving meshes moving and rotating objects standing on them
* reworked moving objects moving objects standing on them
* numerous fixes to GUI scaling problems (many more needed)
* added scale setting to interface.xml
* fixed a bug with lighting tesselation
* fixed a possible crashing bug with movements
* fixed a possible crashing bug with exiting joined games
Shaders
* added uniform vec3 dim3AmbientLightColor
* give list light normals (dim3LightNormals)
* shader light list is now sorted
* fixed a bug where the shader light list could be screwed up past the first entry
Camera things work fine, but the UV problem is still there. Instead of getting a reset to 0 (though it does that too sometimes) I get a reset to a weird number like -23548123 or something. And the same spots are having the problem. The Editor seems to be ignoring the direction these things are facing. When the UV is reset, each face should be independant from the othe, right now it doesn't look like that's the case. 2 side walls work fine, and other 2 sides don't, because they are facing perpendicular directions.
Also tried reimporting the mesh and reseting the UV, still doesn't work.
Oh and thanks a bunch for making single polygon select use the delete key to delete one polygon, it makes it a ton easier for me.
