I can save all the maps successfully in the new editor; Kastle.map takes a long freakin' time to load up in the Engine but it does load eventually. However another one of my maps crashes the engine- after I saved the version of it from the b9 editor in the latest Mesh Test editor, The engine crashes when loading it up.
Here's the download:
http://files.filefront.com/Sewersxml/;11...einfo.html
Also, is there a way that you could tell the engine to ignore the old "confine light to portal" setting? because Whenever I load up a map the console comes up with a shitload of errors about those.

Kieranator Wrote:I can save all the maps successfully in the new editor; Kastle.map takes a long freakin' time to load up in the Engine but it does load eventually. However another one of my maps crashes the engine- after I saved the version of it from the b9 editor in the latest Mesh Test editor, The engine crashes when loading it up.
Here's the download:
http://files.filefront.com/Sewersxml/;11...einfo.html
Also, is there a way that you could tell the engine to ignore the old "confine light to portal" setting? because Whenever I load up a map the console comes up with a shitload of errors about those. 
Fixed -- it's a problem with the transparent sorter, this will cause a bunch of crashes in other maps so I'm going to get out a fix ASAP.
[>] Brian
I can't get mesh splitting to work. It worked once, but I don't know what I did. Your supposed to select one section of the mesh then hit shift-cmnd-p right?
btw, sent you the project.
I bugged Brian for a while about implementing an XML based read only database system. For my space game I would use that to keep ship attributes, planet descriptions, that kind of stuff. I plead for XML since 1) in a local environment it should not be significantly slower then mySQL, 2) Brian already knows how to treat XML files, 3) the XML format provides the advantage of multi format output, i.e. use the same XML file to feed a PHP site, generate a PDF manual and feed dim3 4) the syntax is noob friendly.
ccccc Wrote:What are "database additions"?
ccccc Wrote:I can't get mesh splitting to work. It worked once, but I don't know what I did. Your supposed to select one section of the mesh then hit shift-cmnd-p right?
btw, sent you the project.
Yup -- you go to the polygon selection mode (and I'd use the toggle mode as it's easier then holding down shift) and then select a bunch of polygons. Hit split, and you should break those off into their own mesh.
[>] Brian
It won't work for me, I switch the the better selection mode, switch to face selection, select some faces, hit split and it doesn't do anything. It's supposed to separate the selected from the non-selected right?
ccccc Wrote:It won't work for me, I switch the the better selection mode, switch to face selection, select some faces, hit split and it doesn't do anything. It's supposed to separate the selected from the non-selected right?
Yes, you should have two meshes now.
[>] Brian
It doesn't work then, nothing happens. I'll try it again.
*tries it*
Nope, nothing happens. Anyone else not able to get it to work?
ccccc: The problem is that the menu version doesn't work. It works great when you hit the Split Mesh button, but when I use the Split Mesh option in the menu, it doesn't do it.
Brian: That must be it, I have more then that number of bones I think. Model is sent.
Alexander Smith Wrote:ccccc: The problem is that the menu version doesn't work. It works great when you hit the Split Mesh button, but when I use the Split Mesh option in the menu, it doesn't do it.
Oops, that's it. Fixed.
[>] Brian