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I've got another idea:

Since one of the more popular uses of halos is to simulate a lens flare, Why not add halo types that are identical to the light types? If seems a little bit odd for a light to be blinking but the lens flare be constant.
So an 'inherit parent light's brightness' button and a pull down for lights? I think a better way to handle child/parent is to have a window to edit all children/parents and to select the child then the parent and hit a key combo to set the child to the parent. Always liked systems like that.
Code:
obj.hit.damage
Always returns 0. :|
OK guys, as they say in the movies, "now it begins" Smile

Test #1: At this location is a almost fully functioning Editor Test:

http://homepage.mac.com/ggadwa/Misc/EditorTest.zip

It DOES NOT save, so don't worry about losing data. The auto generator is also broken, but everything else should work. You'll notice some re-arrangement of items/menus, and some awful temporary icons. For instance, OBJ can be loaded from anywhere on disk (I hated the library idea, too.) Height map importing is just like OBJ, and can easily make grid-like meshes.

ALEX: If you have OBJs that don't auto-texture right, please mail them to me, I'll need to check these.

There's little in optimizations in editor right now, so it might be a bit slower.

BINK, others: Make sure you can import and connect things together without much problem.

EVERYBODY ELSE: It *should* be able to load v1 maps, v2 maps (the current mesh+portal maps). Please check this, it's the most important thing to debug.

What I'm hoping for next: Get Editor going, then get Engine going, then move on to bug fixes and any last minute easy requests, and optimizations. Then finish physics and networking. I'd like to get 2.5 or 3 or whatever done by the end of this year, it'll make a good Christmas present!

[>] Brian
Looks good so far. Everything seems to be working.
I also tried the height map importer, but it seems to always create exactly 25x25 quads (it DOES tesselate them of course). Could you add a setting to make it create more/less acurate meshes? That would be great.

EDIT: Selecting a polygon and hitting Command+D should only duplicate that single polygon, creating a new mesh.
A "create polygon" feature like in Cinema 4D would be absolutely great.
Hit the create polygon button, click the first vertex, the second one, the third one and the first one again... you end up with a quad that's placed exactly where you want it to be.

EDIT 2: And where is my extrude function? I loved it. :P

EDIT 3: And what about a bridge tool, to create transitions between rooms etc.? :O
I have one map that simply refuses to open in the new editor (the map just opens up empty). It's a v1 map, but the problem persists even if I edit and save it in the b9 editor (so it won't import from v1 or v2).

Here is the map file.
Everything seems to work just fine for me. Smile
Okay that was weird. I try to open the Editor.app, and it says, "You cannot open the application 'dim3Editor' because it is not supported in this system"

Oo I have 10.4.11, unless you upgraded to Leopard only while I was away. Wink
Alexander Smith Wrote:Okay that was weird. I try to open the Editor.app, and it says, "You cannot open the application 'dim3Editor' because it is not supported in this system"

Oo I have 10.4.11, unless you upgraded to Leopard only while I was away. Wink

My fault, I forgot to make it a fat application, it's Intel Only, I'll fix this after I get a look at the already reported maps, sorry ...

[>] Brian
Bink Wrote:Looks good so far. Everything seems to be working.
I also tried the height map importer, but it seems to always create exactly 25x25 quads (it DOES tesselate them of course). Could you add a setting to make it create more/less acurate meshes? That would be great.

Ah, forgot that, OK, that'll be next.

Bink Wrote:EDIT: Selecting a polygon and hitting Command+D should only duplicate that single polygon, creating a new mesh.
A "create polygon" feature like in Cinema 4D would be absolutely great.
Hit the create polygon button, click the first vertex, the second one, the third one and the first one again... you end up with a quad that's placed exactly where you want it to be.

OK, I'll put that in and then tell me if I'm getting what you want.

Bink Wrote:EDIT 2: And where is my extrude function? I loved it. :P

OK, I'll bring that back, I was actually thinking about that because it's good for adding walls around height maps.

Bink Wrote:EDIT 3: And what about a bridge tool, to create transitions between rooms etc.? :O

How would that work? Select two meshes and then what? Try to connect close vertexes? This sounds like a good idea and it's probably something modelers do but I've never seen, so I'll need some more info.

[>] Brian
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