Still some UV problems with maps. I have a wall in one level that is angled like this: / From the front, it's a perfect square. So it's basically a square plane, that is rotated back a bit. However, dim3 has problems with it, and warps the texture for some reason.
Another problem too, sometimes with two completely identical polygons, with the UV coordinates set to the same thing, the UV is off on one. Also, sometimes the UV coordinates don't work. I set a wall to X size 2, and in visual, it's something like 2.1.
Cyst: That shouldn't matter as Brian is working on removing portals and using a new mesh based sight path system.
Alex, I'll get back the UV problems after I get further on what I'm doing -- they should actually be a bit easier to deal with as the portals added an extra level of complication.
While I'm doing this I'm also working on improving the OpenGL data flow in dim3 to add some additional speed and clean up the code a bit.
Getting close. I'll soon be ready for an editor test (like the original mesh version) to make sure everything is translating properly, then the first beta will drop.
[>] Brian
Could you add blob shadows, Brian?
Just simple, round shadows.
They are probably much faster than "real" shadows and might look better in some areas.
A lot of old games use them and they still look great.
A few simple settings would be enough:
Code:
obj.model.shadow.on = true;
obj.model.shadow.mode = DIM3_MODEL_SHADOW_MODE_BLOB; //This is new
obj.model.shadow.blobSize = 1000; //Radius of the shadow
obj.model.shadow.blobAlpha = 0.9; //Alpha of the shadow
obj.model.shadow.blobEdge = 0.1; //How smooth the edge is
Maybe they could even fade out, when the object jumps or maybe there are other things I forgot about...
It can't be that hard to do, right? I'd love to see this, please add it.
Brian-You left the Primitives.xml file in the editor app even though it's not being used.

Bradamante Wrote:Some smaller thing for Editor: we have three viewports right now, but they only move dependent on each other. Would it be much work to make them move independent from each other? It would also be useful to navigate the viewports more freely. How come in the old Editor you could look in 8 steps around you, but in the new one only back and forth? Would it be much work to give it a navigation design as Cinema 4D has, where you rotate around a selected object, zoom in and out and pan?
Now that Engine progresses in the geometry department we need more mature navigation in Editor - for me it was painful to navigate through my demo scene and select what I want.
A minor thing in Editor is that if you manipulate a vertex of a mesh they all appear as black dots, but there is no mouseover highlight. It would also be good to be able to do multiple vertex selects via shift and then move them around.
I second this, I find it hard to navigate at the moment, I like to work in orthographic view, zoom doesn't seem to work very well in orthographic view.
I also think a default map should start with a textured floor (based on a cube), a start spot and ambient light as starting from scratch at the moment isn't very newb friendly.
Bink Wrote:Could you add blob shadows, Brian?
Just simple, round shadows.
They are probably much faster than "real" shadows and might look better in some areas.
A lot of old games use them and they still look great.
A few simple settings would be enough:
Code:
obj.model.shadow.on = true;
obj.model.shadow.mode = DIM3_MODEL_SHADOW_MODE_BLOB; //This is new
obj.model.shadow.blobSize = 1000; //Radius of the shadow
obj.model.shadow.blobAlpha = 0.9; //Alpha of the shadow
obj.model.shadow.blobEdge = 0.1; //How smooth the edge is
Maybe they could even fade out, when the object jumps or maybe there are other things I forgot about...
It can't be that hard to do, right? I'd love to see this, please add it.
I absolutely second this motion.

Blob shadows own!
ggadwa Wrote:Alex, I'll get back the UV problems after I get further on what I'm doing -- they should actually be a bit easier to deal with as the portals added an extra level of complication.
While I'm doing this I'm also working on improving the OpenGL data flow in dim3 to add some additional speed and clean up the code a bit.
Getting close. I'll soon be ready for an editor test (like the original mesh version) to make sure everything is translating properly, then the first beta will drop.
[>] Brian
Good to hear!
Bink Wrote:Could you add blob shadows, Brian?
Just simple, round shadows.
They are probably much faster than "real" shadows and might look better in some areas.
A lot of old games use them and they still look great.
A few simple settings would be enough:
Code:
obj.model.shadow.on = true;
obj.model.shadow.mode = DIM3_MODEL_SHADOW_MODE_BLOB; //This is new
obj.model.shadow.blobSize = 1000; //Radius of the shadow
obj.model.shadow.blobAlpha = 0.9; //Alpha of the shadow
obj.model.shadow.blobEdge = 0.1; //How smooth the edge is
Maybe they could even fade out, when the object jumps or maybe there are other things I forgot about...
It can't be that hard to do, right? I'd love to see this, please add it.
YES! that would be GREAT!
Alexander Smith Wrote:Bink Wrote:Could you add blob shadows, Brian?
Just simple, round shadows.
[shortened]
It can't be that hard to do, right? I'd love to see this, please add it.
I absolutely second this motion.
Blob shadows own!
Third. I also would like blob shadows, they are very useful in some places. (think trees with leaves)
louisl: When making a new portal, select the cube obj as the base mesh. You will start with walls floor a ceiling a light and a player spot.
[EDTI]Throwing a grenade at a high speed out of the map crashes the engine. I'm guessing the new version without meshes will fix this.
Also, a request (not that important, something for future versions maybe): Can melee falloff be added? As in, if you get hit from 10 feet away it causes less damage than if your right next to the melee.