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Full Version: dim3 v2.5 Beta Bugs & Feedback
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Bink Wrote:Could you make it so that when I turn auto-texture off, it stays off until I turn it on again, even when I quit the Editor and relaunch it? It's annoying to turn it off every time.

Inside the editor package should be an XML prefs file where you can setup a couple things, one of them should be which way auto-texture starts. I'll try to get something better in the future.

[>] Brian
I played a little with glow settings in Animator and Editor. In Editor the glow you set for a texture unfortunately does not transfer to the setting of the sky texture. Would be cool to have that one glowing too.

What other ways are there to animate the sky?
Brad:....How can a sky glow? It's always full brightness. :\
All glow does is remove/tune down lighting on the segment in the specified places.
For some reason I have a problem that all the tanks only have collision with the map, nothing else!
Code:
obj.setting.contact=true;
Is in the script. I'm using 2.5 beta 4.
Oh, Brian can you set something up with the Editor so we can change the default course.js file, and also change the other settings that are now, only inside the Editor package? I think most users wouldn't think to look there.
Sam Shiels Wrote:For some reason I have a problem that all the tanks only have collision with the map, nothing else!
Code:
obj.setting.contact=true;
Is in the script. I'm using 2.5 beta 4.

I reported something similar.
Read posting #127 on the last page of this thread Wink
Sam Shiels Wrote:For some reason I have a problem that all the tanks only have collision with the map, nothing else!
Code:
obj.setting.contact=true;
Is in the script. I'm using 2.5 beta 4.

Physics are NOT done, I'm concentrating on getting editor done first to everybody's liking, then will go back and redo the part of the physics that are broken (I've actually been spending some time on that lately.) Sorry for that, but this beta stuff is -- for right now -- a test of the new map format.

[>] Brian
Sure, no probs!
Update: I'm pretty sure this time I've got all the UV problems nailed down, and I'll have a pseudo first shot at working physics coming up, plus some more additions.

As I work more on the physics, I think what we are going to have to realize is -- like all other 3D games -- the physics aren't going to be perfect. They will work 99% of the time, but if you try hard enough you'll be able to find a place they break -- especially since now you can make anything for a map!

There will be things that will be left up to the map maker to fix themselves, but I don't see that happening often. Certainly, you normal everyday maps should work all the time.

If I feel like giving everybody a laugh, I might also release my "test" map which I'm using to test the physics. It's the most awful map every created! Smile

[>] Brian
It would be great if we had the option to set certain meshes to full-brightness (not affected by light).
I want my shadows and lights baked into the texture but then I have to set ambient lighting to 100% which again ruins the shadows on the character models.
It can't be that hard to do, right? Smile
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