I must admit, I am very excited as well.
By the way Brian, we are computers. Just far more advanced ones with little control over our brain and its true capabilities. :D
ggadwa Wrote: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
Sounds good to me! Hope you can work out the details.

teh1ghool Wrote:I must admit, I am very excited as well. 
By the way Brian, we are computers. Just far more advanced ones with little control over our brain and its true capabilities. :D
You're analog and massively parallel -- my computer is fast but it's digital and barely parallel.
[>] Brian
Um. I'm sorry, but your new intel mac should have parallels installed on it, right? You are sadly mistaken about it being barely parallel! :D
Weird bug:
http://img181.imageshack.us/img181/6717/...710mn6.png
Doesn't happen when lighting is off:
http://img440.imageshack.us/img440/6669/...712dy0.png
Kind of looks like alpha sorting, but the texture has no alpha at all and alpha sorting wouldn't be affected by light.
EDIT: Making that shack in Wings, creating the texture from stock photos found using google, UV+Baking the whole thing in C4D and importing it into Dim3 took less than 10 minutes and looks great.
This new mesh stuff is awesome. Is there a way to scale a mesh while keeping the proportions? I didnt find any mod-key to do it.
Sometimes in animator when I nudge a bone/vertex the whole thing goes spazmo and bends all over the place.
Horrid Bug: Lighting always comes from the wrong direction. iow, if there's a light on the objec't left, the shadow is ALSO on the object's left. Not sure if this is fixed in the new version.
Bink Wrote:Weird bug:
http://img181.imageshack.us/img181/6717/...710mn6.png
Doesn't happen when lighting is off:
http://img440.imageshack.us/img440/6669/...712dy0.png
Kind of looks like alpha sorting, but the texture has no alpha at all and alpha sorting wouldn't be affected by light.
EDIT: Making that shack in Wings, creating the texture from stock photos found using google, UV+Baking the whole thing in C4D and importing it into Dim3 took less than 10 minutes and looks great.
This new mesh stuff is awesome. Is there a way to scale a mesh while keeping the proportions? I didnt find any mod-key to do it.
I know what this is, it's not a sorting bug, it's a different problem. Can you send me the map?
SHIFT should scale proportionality. Right now I'm concentrating pretty much ONLY on Editor (I have a ton of things I want to do in Engine, not counting fixing all the new bugs), but I want to get Editor solid first.
[>] Brian
ggadwa Wrote:Bink Wrote:Weird bug:
http://img181.imageshack.us/img181/6717/...710mn6.png
Doesn't happen when lighting is off:
http://img440.imageshack.us/img440/6669/...712dy0.png
Kind of looks like alpha sorting, but the texture has no alpha at all and alpha sorting wouldn't be affected by light.
EDIT: Making that shack in Wings, creating the texture from stock photos found using google, UV+Baking the whole thing in C4D and importing it into Dim3 took less than 10 minutes and looks great.
This new mesh stuff is awesome. Is there a way to scale a mesh while keeping the proportions? I didnt find any mod-key to do it.
I know what this is, it's not a sorting bug, it's a different problem. Can you send me the map?
SHIFT should scale proportionality. Right now I'm concentrating pretty much ONLY on Editor (I have a ton of things I want to do in Engine, not counting fixing all the new bugs), but I want to get Editor solid first.
[>] Brian
It's the race track map that comes with the demo.
This is the shack model + texture:
>click<
Shift does not scale the model proportionally. I tried that first.

Thanks, Bink. I've just added a "lock UVs" for meshes so when you use a mesh that's meant to retain it's original UVs, it wouldn't get re-textured if you move it around when "auto texture" on.
The shift thing was supposed to work, but it seems to be buggy. I'll have to re-look at it.
I noticed the lighting problem, I'll look into that too.
[>] Brian