2008.05.04, 02:37 PM
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2008.05.04, 04:05 PM
Kieranator Wrote:Hey Brian, any news on when the next beta for 2.5 is coming out?
Very soon, hopefully tonight depending on how much I can get done. I'm trying to keep it under a week.
[>] Brian
2008.05.04, 11:49 PM
One small thing: The standard light radius should be higher. 
EDIT: Editing maps is so easy now!
I added a building and a few crates to the CTF map in less than 5 minutes.
In the old version, this would take much longer.
http://img404.imageshack.us/img404/8555/...244ae9.png

EDIT: Editing maps is so easy now!
I added a building and a few crates to the CTF map in less than 5 minutes.
In the old version, this would take much longer.
http://img404.imageshack.us/img404/8555/...244ae9.png
2008.05.05, 01:15 AM
When you press SHIFT + ARROW KEYS, with a segment selected, it should move faser than normal, but doesn't. Not a huge bug, but it could be fixed.
2008.05.05, 04:13 PM
What about sub-folders for textures and the model library? That would be great to keep everything nice and clean. 

2008.05.05, 04:37 PM
Bink Wrote:What about sub-folders for textures and the model library? That would be great to keep everything nice and clean.QFE
I've been meaning to ask for this for a long time.
2008.05.05, 11:59 PM
ccccc Wrote:Bink Wrote:What about sub-folders for textures and the model library? That would be great to keep everything nice and clean.QFE
I've been meaning to ask for this for a long time.
That's obviously a good idea, it's a bit low in priority for now but I'll try to get to it for this version when it's final (probably a long way away
).[>] Brian
2008.05.06, 12:10 AM
dim3 v2.5b3
Again, BACKUP ALL YOUR DATA! This is alpha-quality software! So far, nothing has happened, and chances are it won't, but be safe and back-up. There's all sorts of things I can't anticipate.
Note that MOST all of the work is in Editor, that's what I'm concentrating on. For instance, I haven't fixed the odd lighting problem that Bink found, but I will. Engine has tons of code that needs to be reworked/fixed for the mesh version -- I'll get there but Editor needs to become solid first.
Big changes: Editor UVs are completely different. You edit faces/polygons as "offsets" and "sizes" (like the old segments.) You can "lock" UVs for meshes, so no matter what happens they retain their original mesh UVs. If you do not lock them, and move/import then with auto-texture on, they will snap to map UVs.
The map UVs will NEVER be perfect, I don't have enough information, and have to guess that the plane in some cases, so while deforming you might see the UVs jump to another plane, and they won't be the same as the original UVs. I've also added some options to snap entire meshes/portals.
Also, if you import and OBJ when auto-texture is OFF, it auto-defaults to "locked."
Rotations are now part of map movements (finally!) Shift-dragging should be fixed.
Animation blending bone-skipping should be fixed. I've added "constraint-bone" to animator, this allows you to stick one bone to another for special circumstances (like removing a clip from a gun and holding it in your hand.)
NOTICE there's a couple script methods that have been depreciated. Why? They don't support new functions and I want you to use the editor-setup movements which are more powerful (and can be controlled by scripts.) I depreciated them to see if this kills anybody's project. If it does, I might have to reconsider but I want to start cleaning up old and useless APIs.
Removed the bad debug code from Engine (sorry.)
Location: http://homepage.mac.com/ggadwa/Misc/dim3_v25b3.zip
Big thing -- is the UV stuff closer now? That's the part we need to get good before we can go on.
[>] Brian
Again, BACKUP ALL YOUR DATA! This is alpha-quality software! So far, nothing has happened, and chances are it won't, but be safe and back-up. There's all sorts of things I can't anticipate.
Note that MOST all of the work is in Editor, that's what I'm concentrating on. For instance, I haven't fixed the odd lighting problem that Bink found, but I will. Engine has tons of code that needs to be reworked/fixed for the mesh version -- I'll get there but Editor needs to become solid first.
Big changes: Editor UVs are completely different. You edit faces/polygons as "offsets" and "sizes" (like the old segments.) You can "lock" UVs for meshes, so no matter what happens they retain their original mesh UVs. If you do not lock them, and move/import then with auto-texture on, they will snap to map UVs.
The map UVs will NEVER be perfect, I don't have enough information, and have to guess that the plane in some cases, so while deforming you might see the UVs jump to another plane, and they won't be the same as the original UVs. I've also added some options to snap entire meshes/portals.
Also, if you import and OBJ when auto-texture is OFF, it auto-defaults to "locked."
Rotations are now part of map movements (finally!) Shift-dragging should be fixed.
Animation blending bone-skipping should be fixed. I've added "constraint-bone" to animator, this allows you to stick one bone to another for special circumstances (like removing a clip from a gun and holding it in your hand.)
NOTICE there's a couple script methods that have been depreciated. Why? They don't support new functions and I want you to use the editor-setup movements which are more powerful (and can be controlled by scripts.) I depreciated them to see if this kills anybody's project. If it does, I might have to reconsider but I want to start cleaning up old and useless APIs.
Removed the bad debug code from Engine (sorry.)
Code:
Editor
* can set polygon UVs by plane method (offset/size)
* auto-texture switch now works
* when moving or creating meshes, if auto-texture is on then mesh snaps to map-based texturing
* added a reset UV menu option to portals and single meshes
* added rotational center offset to meshes (for rotations + game rotations)
* added a lock UV options to meshes
* better movement dialog
* added rotations to movements
* fixed bugs with shift-dragging
* number of fixes to auto-generator (still very alpha)
Animator
* fixed a bug in blending that would distort model
* added blending menu turn turn on/off/flip blendings
* added shortcut cmd-shift-p for blended play
* added constraint bones and offsets
Engine
* added ability to rotate meshes with movements
* constraing screen sizes to between 4:3 (standard) and 1:85:1 (widescreen)
* got rid of debug code that was slowing engine down
Scripting
* depreciated (use map.movement instead):
map.group.move
map.group.moveOverTime
map.group.moveOverTimeOn
map.group.moveOverTimeFreeze
map.group.moveOverTimeThawLocation: http://homepage.mac.com/ggadwa/Misc/dim3_v25b3.zip
Big thing -- is the UV stuff closer now? That's the part we need to get good before we can go on.
[>] Brian
2008.05.06, 05:32 AM
Are we meant to get per vertex UVs or are they still per face only?
2008.05.06, 08:20 AM
I think the uv system is per face. (Thank goodness!)
Looks great Brian––I'll try my building in it!
EDIT
Great! The only problem I have is:
The view is still awkward. While in front view if I turn to the side I go sideways. We should go straight in any direction the camera is facing.
I'll be back.
Looks great Brian––I'll try my building in it!

EDIT
Great! The only problem I have is:
The view is still awkward. While in front view if I turn to the side I go sideways. We should go straight in any direction the camera is facing.
I'll be back.