What do you mean? They don't look amazing, but they are most 512, which is a average size-not optimized but not large. I usually design in 1024 or larger, then scale down to 512, 256, or 128. And there are like 20 textures. No reason for it to be very fast.
As they say in the action movies -- and now it begins
http://homepage.mac.com/ggadwa/Misc/MeshOnlyTest.zip
OK, some ground rules. While this is a complete set of applications, I'm only looking for feedback on Editor right now. What things are missing, what things are broken, etc. I'm pretty much going to ignore anything else except "nothing works"

I want to try to get a new version before the end of the year so I'm going to try to break up the work load into one unit at a time, and get stuff done in one place. Otherwise I'll forget things or the list will get out of control.
So, pull in your maps. Give it a whirl. What makes it hard to you, etc.
Animator is the same as always; Engine is "good enough" to run your applications. Things I know are bad:
1) The obscuring is all sorts of flaky. It works OK, but it'll end up either drawing a little too much or a little too less; good enough to get you going.
2) It might seem like it's hanging when you save, but it's actually calculating all the obscuring. This might take a bit on slower machines.
3) Editor is pretty slow -- I know a bunch of ways to speed it up, just haven't gotten to them.
[>] Brian
Important Note I forgot:
1) BACKUP YOUR DATA! This updates things to map version 3.
2) You need to open all your maps in Editor and then save them before running them in Engine because they won't have any obscure paths/flags, and so they won't draw anything except the closest mesh.
[>] Brian
The engine wont respond, it is just the title page with no buttons.
{EDIT: I just tried launching in the editor, it runs for 3 seconds then freezes for 30 seconds and the camera is just looking up...}
{EDIT: Ive given up testing after dim crashed the computer...}
No windows build, Brian?
ccccc Wrote:What do you mean? They don't look amazing, but they are most 512, which is a average size-not optimized but not large. I usually design in 1024 or larger, then scale down to 512, 256, or 128. And there are like 20 textures. No reason for it to be very fast.
I mean that there are no bump maps/specular to speak of.
The new editor crashes as soon as I try to save any map. Looks like you need to work at some bug fixes.
MacBook Pro C2D 2.4 Ghz, 4GB RAM, Nvidia 8600M GT w/ 256 MB VRAM, if that helps.
Kieranator Wrote:The new editor crashes as soon as I try to save any map. Looks like you need to work at some bug fixes.
MacBook Pro C2D 2.4 Ghz, 4GB RAM, Nvidia 8600M GT w/ 256 MB VRAM, if that helps.
Is it crashing or looking like it's hanging? It might take a while to generate the obscure flags. Can you send me a map that crashes (I just need the XML.)
I'll get to a windows build as soon as I get a little farther -- I don't even know how well any of this works in a wide test yet, it obviously might just work on my machine
[>] Brian
What makes it hard for me, is the fact that I have no Editor tools with which to split my map up. I can't do that in Blender.
Alexander Smith Wrote:What makes it hard for me, is the fact that I have no Editor tools with which to split my map up. I can't do that in Blender.
So that's something you need. Let me think about a way to implement this. This will be something that is necessary because right now there's no real way to optimize the map in Engine as it's one big mesh.
[>] Brian
Did you get my e-mail, Brian?
Also: I have the same problem as Alex. Maybe a "separate" button would be nice.
Select a few polys, hit separate and the selected polys become a new mesh, leaving the rest of the map the way it is.