Alexander Smith Wrote:Where's the "Replace Mesh" button? I REALLY loved that feature.
I can bring it back -- it had a problem where it could make stuff that you couldn't snap together well later -- you'd have to repush the vertexes to a grid, but I'll get it back.
Did you have maps that wouldn't auto-texture properly? I'd like to see those.
[>] Brian
I like how this is going.

A few questions:
Shouldn't the light circle be displayed in all views?
Could you draw a box around liquid volumes so we know how deep they are?
Could you change the heightmap settings to number inputs?
How does the "test mesh obscuring" button work?
Also, snap-to really needs to be fixed...
ccccc Wrote:I like how this is going. 
A few questions:
Shouldn't the light circle be displayed in all views?
Could you draw a box around liquid volumes so we know how deep they are?
Could you change the heightmap settings to number inputs?
How does the "test mesh obscuring" button work?
Also, snap-to really needs to be fixed...
Yeah, I know

My goal right now is to get everything "working" in some manner, then go back and fix bugs and add enhancements, just so you guys can get back to work with a "stable" version, if not complete.
Test Obscuring -- don't play with it yet. It's there for me to test the obscuring routines when I decide which way I'm going to do them -- either volume based or mesh based (both have problems.) It'll just allow me to go into Editor and click on it and see what things are obstructed from the position I'm at (basically to test.)
Note that obscuring is never going to be perfect, there's just way to many places you could stand/be to check them all perfectly -- there's always going to be a bit of a fudge that you might have to work around (I'm pretty sure most engines have this problem.) I can make it so it's very loose but then it overdraws, or very precise but then it might underdraw (but be faster.) I'm still playing with it, it's the most complicated part of the no-portal, no-sight-path version.
[>] Brian
For me, the second I click OK with AA, filtering, and Anisotropic selected, the engine just crashes. What did you test it on?
adobemedia Wrote:For me, the second I click OK with AA, filtering, and Anisotropic selected, the engine just crashes. What did you test it on?
Same here. I'm looking forward to seeing if brian fixes these problems in the next build.

Well, b9 now refuses to run all of my maps. I'm looking forward to any update that Brian can dish out.
![[Image: help.gif]](http://www.kof.invisionzone.com/forums/style_emoticons/default/help.gif)
I'm having trouble making things snap together.
If I'm understanding this right, I create objects to bring into my map, in order to have some idea of scale, I'm using blender and keeping everything snapped to the default blender unit squares. I've made a simple bridge object which I imported it to the map then duplicated it and flipped it round to create a bridge. I cant make the ends meet from above or side view no matter what I try.
Example pic
Could it be made possible to set a grid size of our own preference instead of using the 3 preset defaults and switch on or off for each axis to alow free movement?, also it would be handy if you could see the grid on all axis. It just seems like total guesswork at the moment.
ggadwa Wrote:Alexander Smith Wrote:Where's the "Replace Mesh" button? I REALLY loved that feature.
I can bring it back -- it had a problem where it could make stuff that you couldn't snap together well later -- you'd have to repush the vertexes to a grid, but I'll get it back.
Did you have maps that wouldn't auto-texture properly? I'd like to see those.
[>] Brian
It's a great tool! What I did was place the base version of a mesh in the Editor, size it right, and then edit to my heart's content in Blender. When it was ready, I just replaced the base one with the new one, and it sized perfectly!
I'll send you the problem mesh.
I agree with louisl, it would be nice to see the grid.
