Strong Hammer Wrote:I think the uv system is per face. (Thank goodness!)
Yes.
Strong Hammer Wrote: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.
Can you explain this a little better to me? What movement method were you using, etc.
[>] Brian
This is an excellent version Brian!
Pros:
•Major speed increase, usually over 100FPS on G4 Power Mac
•UV Coordinate system is perfect, no problems at all!
•Lighting is smooth even on BIG polygons.
Cons:
•Ladders are good, but buggy, the player pops up and down too much, and the speed you climb the ladder should not be dependent on how high you are looking, that way you can climb up a ladder and still be able to see over the edge.
•Default lights are too small. Default is 100, but you need about 10000 intensity to see anything.
Really this is awesome Brian, I think it's good enough now to get back into map work. Last thing I really need is the Punch Hole thing, and if you can manage it, edge selection, and face/edge splitting.
It's still too slow for me, my fps has been halfed or more. I'm hoping that once you get things worked out you can optimise it and get that speed back.

What kind of computer do you have Durandalski? Mine is a 933mhz G4 Power Mac.
Dr. Infested Wrote:•Ladders are good, but buggy, the player pops up and down too much, and the speed you climb the ladder should not be dependent on how high you are looking, that way you can climb up a ladder and still be able to see over the edge.
Don't worry about any physics in game being broken, there's tons of stuff that I haven't moved up or rewritten yet. ladders being on of them.
And, oops, Bink already mentioned that about the lights and I forgot to fix it.
[>] Brian
That's fine then, I won't post any physics problems then. I really am impressed though Brian, the Editor is getting more and more solid, it's great!
Durandalski Wrote:It's still too slow for me, my fps has been halfed or more. I'm hoping that once you get things worked out you can optimise it and get that speed back. 
This could be some discrete bug. Note that the version before this one I left in a bunch of debug code that slowed it down. If beta 3 is still slow, then can I get a copy of your project, it might be something very special that others haven't run into.
[>] Brian
It was b3 that had the problem, but I found a clue as to what could have caused it. I had a large number of cylinders on the map, tree trunks to be exact. And they had been divided up into a huge number of segments to make them look round. Also, all the various things I had done as seperate objects and segments had been grouped into a couple huge meshes. Could this have slowed it down? I was getting a good 40 fps before the mesh maps. With b3 I'm getting 15.
Durandalski Wrote:It was b3 that had the problem, but I found a clue as to what could have caused it. I had a large number of cylinders on the map, tree trunks to be exact. And they had been divided up into a huge number of segments to make them look round. Also, all the various things I had done as seperate objects and segments had been grouped into a couple huge meshes. Could this have slowed it down? I was getting a good 40 fps before the mesh maps. With b3 I'm getting 15.
Could be -- the translator tessellates curves into meshes (as the engine did to segments) -- but there might be some other bug involved (like in the lighting.)
If I could get the maps and the textures, it would help me debug this. I might need to add a "simplify" option where meshes can have faces combined when they are too complex (I'm sure this has a name in modelers, can somebody help me out?)
[>] Brian
ggadwa Wrote:Strong Hammer Wrote: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.
Can you explain this a little better to me? What movement method were you using, etc.
[>] Brian
He means that if you zoom in while in front view, it works, but if you then turn to the side and try to zoom it will not zoom the direction you are now facing but on the same axis it did before you turned.
