Enjoy your square snowflakes.
Don't worry, I will.
Brian -- How slow would bitmap flakes be?
One hypothetical idea I was playing around with was using particles to simulate snowfall; I highly doubt it would be feasible in large maps however, assuming it would even work (my particle scripting is less than stellar at present). But in theory such might yield some rather interesting results....
Which reminds me, I wouldn't mind seeing an option to allow better particle interactions in regards to bones; currently it only allows you to set a particle for one bone per pose; why not allow users to set particle effects for ALL bones in a pose?
The War Minister Wrote:One hypothetical idea I was playing around with was using particles to simulate snowfall; I highly doubt it would be feasible in large maps however, assuming it would even work (my particle scripting is less than stellar at present). But in theory such might yield some rather interesting results....
Spawning a bunch of particles above the player actually works and looks quite nice. A built-in solution would be far better though.
The War Minister Wrote:Which reminds me, I wouldn't mind seeing an option to allow better particle interactions in regards to bones; currently it only allows you to set a particle for one bone per pose; why not allow users to set particle effects for ALL bones in a pose?
That has already been requested.
Beta 6:
As I said before, after this I'm concentrating on physics work, and probably some networking.
There's a number of under-the-hood changes for object spawning and networking, I don't think I made it unstable but I might have introduced some bugs.
Code:
Editor
* if mesh is clipped by Y, click through it
* fixed a bug in obj import when multiple materials in OBJ
* moved auto-generate site paths to map transform menu
* non-model scenery/spot placeholders didn't rotate properly
* portal resize now resizes Y
* removed complete map OBJ import (for now, might return in future)
* re-created height map importer
* simplified importer/auto-generator options, auto-calculate some options
* more fixes to auto-generator
Engine
* added tables with bitmaps
* added save game pictures to load screen
* added map pictures to host/join screen (need to create PNG with same name as map in maps folder)
* decals are active again
* better face-forward in different cameras (might still need some work)
* bunches of under-the-hood changes for object spawning/networking
Radar
* various fixes when in different screen resolutions
* added new on/off setting to radar in interface XML (so can leave radar setting in demo, but turned off)
* show error if object picks an unknown radar icon
* added option to make non-rotational radar
* added option to rotate icon for radar items
Scripting
* put back in DIM3_PROJ_HIT_TYPE_WALL, DIM3_PROJ_HIT_TYPE_FLOOR, DIM3_PROJ_HIT_TYPE_CEILING
* added:
id=map.object.spawn(name,type,script,params,pos_x,pos_z,pos_y,ang_x,ang_z,ang_y)
map.object.remove(obj_id);
* added weap.ammo.ammo to tell if weapon uses ammo
* ammo and clip functions will return 0 if ammo or clip use is turned off
Networking
* many fixes to networking
* added local hosting
* added key action to show score
Location:
http://homepage.mac.com/ggadwa/Misc/dim3_v25b6.zip
[>] Brian
If I Pieces->Transform Mesh->Resize, it does bad things. Crunches and messes with separate objects even if they are one imported mesh. Very annoying and I can't get my model to the right size. This is imported from the library. What happened to import full map from object?
http://img142.imageshack.us/img142/9604/...e38bt1.png
Resizing is pretty much f***ed.
There should also be a way to lock an axis to prevent scaling on that axis.
I would love a system like in Cinema 4D.
I will commence further testing when I get home. German exam now. :<
teh1ghool Wrote:If I Pieces->Transform Mesh->Resize, it does bad things. Crunches and messes with separate objects even if they are one imported mesh. Very annoying and I can't get my model to the right size. This is imported from the library. What happened to import full map from object?
http://img142.imageshack.us/img142/9604/...e38bt1.png
Can I get a copy of the OBJ and the numbers you used in resize to retest this?
Right now, import full map from OBJ was hidden as it'll take a good deal of work and I wanted to move onto other things, it'll make a comeback just not right now.
[>] Brian
i get the same problem. If you try and resize a mesh, it distortes insanely.
Ive been using the resize -> replace primitive with itself -> repeat, method.