dim3 Forum

Full Version: dim3 v2.5 b9 (Render Test)
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
The MoveXYZ thing in Animator is weird, because in-game, it changes based on what direction you're pointed.
Note: People seeing a lot of falling through floors, I've noticed that the v1 map translator will combine segments into meshes and sometimes carry the "pass through" flag through to the mesh from one of the segments.

I noticed this today in a map that was having fall-through problems, and the people having that might want to check their maps.

[>] Brian
Brian-changing the fov/zooming in with a scope messes things up. It works, but the edges of models look messed up. Try zooming in alot on joefoe's head from far away. (I don't know if the default raygun zooms far enough, I'm standing in the cave part of the demo map aiming at a joefoe sniper)
Please add the option of using a mouse cursor to provide input in the game.
You pretty much have the code in there for it with the hit-scan weapons.

The mouse click would return the point of the collision on the mesh to the script. So you could, for example, move the player around by clicking on the map. Or use the cursor to select a scripted object.
I'm aiming for this weekend for the next copy; my goal on this one is to get all the stability problems behind me before I move on to more pressing matters.

I think Animator and Editor, after some more fixes, will be pretty good (for the time being) freeing me up for Engine work. Editor definitely needs a speed up but that will be a little more low priority then getting Engine done.

[>] Brian
Does anybody use or care about the vertex tab in Animator? It seems next to useless.

[>] Brian
YES! I use it very much. I keep track of weighting, improper weighting, vertex positions and other things with it. Don't remove it!
Seconded.
Don't remove it. Improve it.
I use it to figure out which vertices I already have assigned and if I forgot some. It should update the names of assigned bones automatically.
Color code them or something per bone.
Oh, and for that matter, there's a minor improvement to be made to the bone menu. When you hide a list of bones by clicking on the black triangle, if you show them by clicking it again, only the first submenu is shown. You then have to unhide all of the submenus for all of the bones which is a pain. You should be able to hide a menu and if all it's submenus are open, then when you unhide the menu, the submenus will be open, and not closed.
So brian is thinking of another release this weekend? I'm hoping this means today. :P
Reference URL's