Result of blending land and walk animation on demo player model with shoulders elbows arms and hands disabled on the land poses.
![[Image: 57859088gt2.png]](http://img183.imageshack.us/img183/623/57859088gt2.png)
Don't think that was intended.
Problems:
*UV Coordinates are impossible to edit, if I change anything, the texture is screwed up completely. We need something simple, like the original one.
*When I use the black boxes to make a mesh larger, if I make it too large, the mesh will suddenly jump in the direction being resized, and gets all screwed up.
*Wasn't there supposed to be a feature in the Editor where we could add vertexes or lines to polygons? Because right now you have to use a modeler to make anything in the Editor.
Another update will be coming soon:
ccccc/Alex -- I'm trying to work out a system to fix the UV problem. In the old approach, segments were on predictable planes and easy to do. In normal modelers, you usually have to pick some different things to make the UVs that I don't have. I've got some ideas, and I think I can work some things in. More soon.
teh1ghool -- I setup the "skip blended" because it'll default to false (if it's missing in the XML) and that means all models work like they used to. I'll give you some menu options to flip them all on/off and flip them one at a time (with a shortcut.)
There's some weird bugs (in engine) that I'm looking at too.
Anybody out there will some good uv-mapped (but SIMPLE for now) OBJs that I could include in the editor, please drop me an email.
[>] Brian
ggadwa Wrote:Another update will be coming soon:
ccccc/Alex -- I'm trying to work out a system to fix the UV problem. In the old approach, segments were on predictable planes and easy to do. In normal modelers, you usually have to pick some different things to make the UVs that I don't have. I've got some ideas, and I think I can work some things in. More soon.
teh1ghool -- I setup the "skip blended" because it'll default to false (if it's missing in the XML) and that means all models work like they used to. I'll give you some menu options to flip them all on/off and flip them one at a time (with a shortcut.)
There's some weird bugs (in engine) that I'm looking at too.
Anybody out there will some good uv-mapped (but SIMPLE for now) OBJs that I could include in the editor, please drop me an email.
[>] Brian
Sounds great. I'll see if I can get some good UV mapped objects made for you Brian.
Another update is coming soon. I just realized I left in a whole bunch of debug code that's probably slowing it way down.
[>] Brian
ggadwa Wrote:Another update is coming soon. I just realized I left in a whole bunch of debug code that's probably slowing it way down.
[>] Brian
Lol. I wondered what the trouble was. My used-to-be fast map was slowing down more and more and more, like it was halfing the FPS every 2 seconds.

I'm trying to get out something fast but the reset UV is a very complex problem that might only be solvable through trickery. If this goes on much longer, I might just put out a quick copy to fix the engine slow-down.
[>] Brian
Here's my new idea. When you bring in or move/alter a mesh, if the texture button is up, it sticks with the original UV (from the modeler) of the object.
If the texture button is down, then it ignores all the UVs and just sets it to map coordinates (like the old one did.)
I think this system will turn out to be the best, but I'm still having problems calculating the UVs correctly. You can look at it, by sight, and it's obviously what they should be but it's a bit harder for the computer to figure it out
[>] Brian
... and ... the blending animation bug is fixed, I have a system to set UV's on a polygon (face) or a mesh by offset - size, and a couple other things.
[>] Brian
Cool! Can't wait to see it.
