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Full Version: dim3 v2.5 Beta Bugs & Feedback
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I have a problem. I move that hangar map I had to the 2.5 beta, and some porals become all pass through and things. Heres how I did it:

1. copy the map script and map file, plus the switch model to dim3 2.5 beta's data folder.
2. Open the map. Forget that I have to move the textures, because the engine decided to find anything it could for the textures: Lights, random textures, choosers, the likes.
3. Move all the textures to dim3 2.5 beta =P.
4. Test. Gets stuffed up.

Am I doing this right?
Typewriter Wrote:I have a problem. I move that hangar map I had to the 2.5 beta, and some porals become all pass through and things. Heres how I did it:

1. copy the map script and map file, plus the switch model to dim3 2.5 beta's data folder.
2. Open the map. Forget that I have to move the textures, because the engine decided to find anything it could for the textures: Lights, random textures, choosers, the likes.
3. Move all the textures to dim3 2.5 beta =P.
4. Test. Gets stuffed up.

Am I doing this right?

That's exactly the big physics bug I'm talking about, it's been fixed. It'll be triggered by any pass-through meshes in a portal. Turn those off for now, and it'll work again. It'll be fixed next beta.

[>] Brian
Guys, please check out this thread also, it's a continuation of what we've been talking about, especially for bumping. I'll need you guys opinions.

http://www.idevgames.com/dim3/showthread.php?tid=2360

[>] Brian
I wonder if you could fix this by seperating all the segments with flags enabled into different meshes?
@ My comment about my map getting me like 2 fps, I brought down the graphics settings to the point where on your map normally I would get around 50-60 FPS. I got only 20-30 fps. Horrible. And on my map the FPS went _DOWN_ to one frame every like 3 seconds from 2 frames per second when on highest settings. How messed up is that? I don't think it's the poly count or anything like that, Brian. There's some sort of optimisation error occurring here.
Multiple bone particle ouput seems to work, thanks for that one.

[Image: veqeq4ey.jpg]

Importing my model into Animator 2.5 b8 I tried adding three new bones for the four engines. With 500, -720, 3330 the bone stayed at 0,0,0 in the preview. Quit and re-open the bone displayed correctly. Not good.

See the type scaling error is still there?
Quick rundown of that: same interface setting in 2.2 looks fine, in 2.5 bX the letters are too large.

EDIT:
"Prepare model" does not change that. Instead, a bone coordinate like z -2100 suddenly becomes -2101.
The importing of Meshes is liable to looses some narrow triangles.

The loss of Apple- D to duplicate items (such as spots, lights etc) Is driving me nuts.
mafoo Wrote:The importing of Meshes is liable to looses some narrow triangles.

The loss of Apple- D to duplicate items (such as spots, lights etc) Is driving me nuts.

Yah, me too. Putting a lot of enemies in a room is slow as slugs.
Speaking of keyboard shortcuts, I always think that Apple-A selects all vertices. Then I create a new animation, AND THERE IS STILL IS NO CANCEL BUTTON IN THE ANIMATION DIALOG!
In the engine it would be useful if ESC hits the cancel button of a chooser etc. pp.

EDIT: Had some discussion on IRC .. I will not remove the caps, though they seem rude, but I am really frustrated here and want to communicate that.
I *think* I finally have the rendering pathways correct -- with the Doom 3 textures the lighting *seems* to behave correctly, the bumps look good, the specular shine when close to lights, etc.

I'm going to work on fixing up some of the frustrating complaints listed in the last couple messages and put out another version.

[>] Brian
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