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Full Version: dim3 v2.5 Beta Bugs & Feedback
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Bink Wrote:Could you add "spheres" that show the light radius in the editor? Like in Cinema 4D.
[image removed]
QFE, I've asked this before-it would be very nice. Smile
@Brian:
Right now, the editor seems to be pretty much unusable.
I divided a big map object into 3 smaller parts, each with a 2048x2048 texture, and tried to import them.
They all have different sizes and it's almost impossible to align them correctly. (1 of them has texture/UV errors, but that might be my fault)
I don't know how this can be fixed, but I know that it has to be in order to actually make the editor useful for creating a map that's bigger than a single room.
Bink Wrote:@Brian:
Right now, the editor seems to be pretty much unusable.
I divided a big map object into 3 smaller parts, each with a 2048x2048 texture, and tried to import them.
They all have different sizes and it's almost impossible to align them correctly. (1 of them has texture/UV errors, but that might be my fault)
I don't know how this can be fixed, but I know that it has to be in order to actually make the editor useful for creating a map that's bigger than a single room.

Can you please send me the pieces and a slight explanation as how you want them to fit together (and what's going wrong for you) so I can attempt this.

Also, are you importing them as portals? I might need a some sort of "leave size as is" or something, but I'll have a better idea if I can look at your OBJs.

[>] Brian
Alright. Sending e-mail.

EDIT: File too big. My e-mail is limited to 10MB attachements. I'll just upload it somewhere and send the link. Smile

EDIT2: All done.
I'd like it if lights could work in reverse too, IE, if you set a light to have black colour it will shade areas.
Typewriter: What? If a light is dark, it doesn't emit as much light. Anything else would be completely unrealistic.
Important Editor Updates:

After looking over Bink's OBJs, I've made a couple changes to the workflow which should make things go much smoother:

1) The OBJ/library auto-strips unused vertexes from OBJs

2) When importing, Editor always did a "best" initial scale for the import. This would be problematic when importing items that were meant to be puzzled together. Now there's a second step that allows you to override this scaling and use your own. This allows you to import pieces that are meant to be together with the same scale.

3) If a grid is on (the default), you get an auto-snap

This workflow doesn't really change anything but allows you to import large pieces of a map and place them together quickly.

A couple other fixes in Editor: You couldn't just select a portal, portals with no height would draw funny, and fixes in mesh resizing (I wasn't able to recreate all the bugs so I just reworked the code in hopes that I'd fix it.)

I'm working on some physics stuff (wall sliding, better bumping, etc) then I'll have another beta.

[>] Brian
No, I mean, if an area is lighted white, and you set the colour of the light to be black, then the area will be black.
ccccc Wrote:Typewriter: What? If a light is dark, it doesn't emit as much light. Anything else would be completely unrealistic.
I don't think we need that...
What I would like to see is, that polygons/vertices that are really close to a light get brighter than just the texture at full brightness. When a light is right next to them, they should be almost white.
Typewriter: Black=Lack Of Light=Dark, if there is no brightness it's not bright.


Bink: Actually, specular mapping is really usefull for this.
before flash
flash
Not the best example, but it does look really nice. Just make a copy of the texture and turn the lightness and contrast up for the spec map.
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