dim3 Forum

Full Version: dim3 v2.5 Beta Bugs & Feedback
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
Dr. Infested Wrote:Actually both would be good. We should be able to set each polygon's coordinates, and we should also be able to drag the texture around. Also, we should be able to select many polygons, and change all of their coordinates at once, and drag all their textures at once.

The question is what modifier should this be? I'll start with a single face first then work on multiple faces.

The thing with the box and getting squished is a problem with polygons (which is why all models are triangles in games.) If you tesselate the box, the squishing should go away (unless this is a different problem you're encountering.)

[>] Brian
sommething to easily select all the meshes in 1 place would be very useful (ie: a select bot.). Shift clicking them all is a pain.
ggadwa Wrote:
Dr. Infested Wrote:Actually both would be good. We should be able to set each polygon's coordinates, and we should also be able to drag the texture around. Also, we should be able to select many polygons, and change all of their coordinates at once, and drag all their textures at once.

The question is what modifier should this be? I'll start with a single face first then work on multiple faces.

The thing with the box and getting squished is a problem with polygons (which is why all models are triangles in games.) If you tesselate the box, the squishing should go away (unless this is a different problem you're encountering.)

[>] Brian

Control-Click-Drag should be good. Control just makes the mesh move around now, and that's pretty useless as just plain dragging it does the same thing.

The problem I'm talking about is that the texture doesn't resize itself to fit the changed polygon, it just stretches.
In q3radiant you put a cube around what you want to select and when you select everything either touching or inside the cube, it disappears.
Maybe I am not the one to tell since I am hardly using Editor, but anyway ... I wonder if it makes sense extending Editor's features too much, if there are more advanced, elaborate editors for the Mac whose formats we maybe just should be able to import?
Bradamante Wrote:Maybe I am not the one to tell since I am hardly using Editor, but anyway ... I wonder if it makes sense extending Editor's features too much, if there are more advanced, elaborate editors for the Mac whose formats we maybe just should be able to import?

There's always going to be a point where you are going to need specific things that no generic editor will have, and having control over this allows me greater freedom for all sorts of other things, including optimizations.

[>] Brian
I have absolutely no idea why, but in the demo, I was able to run through Joe. If I got behind him, I could pass right through him. Scary.
As for everything else, AWESOME!
I love the difficulty levels, will make my work much easier.
The new menu system and dialogs rock.
The 800x500 widescreen worked fine for me, but for some reason, the main menu graphic was black after I selected it. Everything else worked fine. (Buttons, ect.)
I have not looked at the editor very throughly, but can you not pivot anymore? It used to be the apple key but it doesn't work anymore.
All in all, lookin' good! Smile
This is awesome. :D

Okay, some changes:
The camera should freely rotate all the way up and down, and it would be nice to have it rotate smoothly.
Right now, when viewing at a diagonal angle, zooming in doesn't the camera the way you are facing, it moves it either forwards or sideways.
When in top view ortho, you can't zoom in. :|
You should be able to zoom alot more before cutoff in ortho front/side
When clicking tessellate in face select mode, it should only tessellate the selected face. In vertex selection, the selected vertices.
We need the old UV coord editing method (of course) as well as the one Alex was describing.


Thank you for the new liquid settings, it was annoying having to go to another menu to find them!

btw: The new main menu is cool! How do you use difficulty settings? Also, it would be nice to have the option to set the easy medium hard stuff elsewhere (in-game).

And when your in game, and you use something on the in-game menu (ie: Interface examples) when your done it shouldn't return to the game, but to the in-game menu.
And hitting escape from a submenu should go to the menu that linked to it, not back to the game....
ccccc Wrote:btw: The new main menu is cool! How do you use difficulty settings? Also, it would be nice to have the option to set the easy medium hard stuff elsewhere (in-game).

I forgot to put in updated docs, but in two ways right now:

(1) any spot you put down has a skill level on it. If the game skill level is equal to or less than the skill on the spot, it gets included when the map is launched

(2) game.setting.skill will have the current skill level in it, they will be:

DIM3_SKILL_EASY
DIM3_SKILL_MEDIUM
DIM3_SKILL_HARD

[>] Brian
Could Dim3 editor use a brush system? Please??? I really like the brush system.
Thanks.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
Reference URL's