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Bink Wrote: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.

I was hoping somebody would give me the way they expected it to happen Smile I'll work on that, but before that you'll need a better way to select multiple polys without the hard work of clicking each one separately (obviously, a drag select.)

I got your email, I'll be checking this out tonight. Sadly, I'm going to be on the road for a couple of days but I'll be on the board and on my email. I'll also be trying to get some work done Smile

[>] Brian
You could also add an edge selection mode and a cut button...
That way you'd just have to select a few edges, hit cut, and the mesh would be cut into two pieces along those edges.
I've managed to open a basic test map and save it, however running the map from editor has frozen my machine after the 'opening bar' reaches the end. I've tried it twice, the only way out is to hold down the power button.

What do you need for diagnosis?
Hey good job Brian! Smile
There are only a few problems with the calculation, but they can easily be worked around. You should probably hide objects that are not supposed to be visible. Or maybe not, that might cause a problem with large objects.

Anyway, edge select a good idea for splitting a mesh.
louisl Wrote:I've managed to open a basic test map and save it, however running the map from editor has frozen my machine after the 'opening bar' reaches the end. I've tried it twice, the only way out is to hold down the power button.

What do you need for diagnosis?

If you have a map that crashes Engine, just send me the XML file so I can check it out.

[>] Brian
Bink Wrote: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.

I'm talking about rooms and things, and larger areas, selecting the polygons could take a while. If I could drag select, that would be easier, but it would be better of I could select vertices, and have a "split" button that would separate the model at that point. But we can't select vertices or edges, so this may be a problem.
How about you can't select vertexes or edges normally, but when you click the split button all you can select are vertexes or edges until you hit enter (to split) or esc (to cancel)? That might work.
ccccc Wrote:How about you can't select vertexes or edges normally, but when you click the split button all you can select are vertexes or edges until you hit enter (to split) or esc (to cancel)? That might work.


Not a bad idea, though there still needs to be the option to clone-cut it instead of cutting it off. [Make a clone of the two cut areas and keep the original one as well.]
ggadwa Wrote:
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 Smile

[>] Brian

It actually crashes as soon as I try to save.

Here you go brian. It was saved with the b9 editor. It's my largest map, and the b9 engine crashed trying to run it (after it was saved in the b9 editor, of course).

Here's the DL:
http://files.filefront.com/Kastlexml/;11...einfo.html
Kieranator Wrote:It actually crashes as soon as I try to save.

Here you go brian. It was saved with the b9 editor. It's my largest map, and the b9 engine crashed trying to run it (after it was saved in the b9 editor, of course).

Here's the DL:
http://files.filefront.com/Kastlexml/;11...einfo.html

Thanks, I just fixed what the problem was with this. Bink, I'm not sure what's up with your map yet (that's more complicated) but I'm working on it. Going to try to get in a bunch of stuff (including some form of mesh splitting) and that'll be the next version.

[>] Brian
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