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Full Version: dim3 v2.5 Beta Bugs & Feedback
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Editor 2.5 b8:
New level with a few textures imported. Create sky globe, set numbers but no texture. Hit Run, engine crashes.
A couple of things I was thinking about.

• The Grid needs to be visible, and it needs to be settable. When I import my maps, (which are built on a VERY strict grid) they need to be able to line up exactly on a visible grid.

•Portal view needs a viewable and settable grid too.
Macintosh HD Wrote:problem: adding a bone in the new Animator does odd things.

That's been fixed, it's odd because it's not turning off the constraint, you can do that by hand until the new beta.

[>] Brian
Brian, if you make a script object in the editor and put the word "scenery" ANYWHERE in the type, the object never loads. Weird... It doesn't really matter, but some people won't be able to figure out why half their objects aren't showing up. xD
[EDIT]Hey Brian, could you up the limit on objects in the editor? I'm making a forest map and need more trees. :|
An import mesh button would be nice.
Clicking it would bring up a dialog that let's you select a .obj file from anywhere on your harddisk. The .obj is then copied into the library folder.
Thinking about this... the same would be nice to have for textures. Just a simple button in the material dialog.
Like this: http://img66.imageshack.us/img66/3228/im...opyar4.png
No need to copy them to the correct folder anymore. It certainly would improve the workflow.
Bink Wrote:An import mesh button would be nice.
Clicking it would bring up a dialog that let's you select a .obj file from anywhere on your harddisk. The .obj is then copied into the library folder.
Thinking about this... the same would be nice to have for textures. Just a simple button in the material dialog.
Like this: http://img66.imageshack.us/img66/3228/im...opyar4.png
No need to copy them to the correct folder anymore. It certainly would improve the workflow.

Rather than clutter up the material dialog, why not put the "Import..." button in the "Choose a Bitmap" dialog, so that you could import bitmaps to any of the texture units?
cyst Wrote:
Bink Wrote:An import mesh button would be nice.
Clicking it would bring up a dialog that let's you select a .obj file from anywhere on your harddisk. The .obj is then copied into the library folder.
Thinking about this... the same would be nice to have for textures. Just a simple button in the material dialog.
Like this: http://img66.imageshack.us/img66/3228/im...opyar4.png
No need to copy them to the correct folder anymore. It certainly would improve the workflow.

Rather than clutter up the material dialog, why not put the "Import..." button in the "Choose a Bitmap" dialog, so that you could import bitmaps to any of the texture units?
That would probably work too... good thinking.
Brian, is there any way to add some better functionality to the portal system? I have a pretty large mesh map that I made, and it's a pain in the neck to try and cut it into a lot of pieces for the portal system. I'd very much like it if I could simply place the portals in areas where they would entirely cover some polygons, and the engine would automatically assign any polygons inside portal X to portal X, and any polygons inside portal Y to portal Y. See what I mean?
Alexander Smith Wrote:Brian, is there any way to add some better functionality to the portal system? I have a pretty large mesh map that I made, and it's a pain in the neck to try and cut it into a lot of pieces for the portal system. I'd very much like it if I could simply place the portals in areas where they would entirely cover some polygons, and the engine would automatically assign any polygons inside portal X to portal X, and any polygons inside portal Y to portal Y. See what I mean?

I'll add some to editor to deal with that. They will have to be separated in editor because engine wouldn't know how to properly deal with a polygon that crossed portals.

[>] Brian
ggadwa Wrote:
Alexander Smith Wrote:Brian, is there any way to add some better functionality to the portal system? I have a pretty large mesh map that I made, and it's a pain in the neck to try and cut it into a lot of pieces for the portal system. I'd very much like it if I could simply place the portals in areas where they would entirely cover some polygons, and the engine would automatically assign any polygons inside portal X to portal X, and any polygons inside portal Y to portal Y. See what I mean?

I'll add some to editor to deal with that. They will have to be separated in editor because engine wouldn't know how to properly deal with a polygon that crossed portals.

[>] Brian

Thanks. All my polygons are perfectly setup so they would NOT cross in to other portals, so it's something that would work great for me.

Also, when libary objects are imported into the Editor, are they imported on a uniform scale? Because I don't want my map getting stretched in any way, and it would be nice just to have a uniform scale option, instead of any kind of XYZ size only.
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