(2008.09.21 12:59 PM)ccccc Wrote: [ -> ]Lol Kieranator, all that can be changed through the player script. 
Boy, is my face red. I'll look around and see if I can figure that one out.
Um, How would I go about stopping the sound that is played when the map opens?
Spam as it may be, I cannot resist.
ggadwa Wrote:I've got in a couple optimizations (remember that a lot of this is brand new code). I've got a long way and a lot more to come, but I've picked up the speed (in Engine) a bit.
That's what SHE said!
lol (@teh1ghool)
Kieranator: Just don't have the map reload in the first place.
Instead of
Code:
map.action.restartMapFromSave();
use
Code:
obj.position.reset();
Of course, you'll have to avoid telefragging. I think there's an event for that...
If you want more functionality with the opening sounds and choosers and stuff, script them yourself instead of using the quick editor method. It's not that hard.

(2008.09.21 05:28 PM)ccccc Wrote: [ -> ]lol (@teh1ghool)
Kieranator: Just don't have the map reload in the first place.
Instead of
Code:
map.action.restartMapFromSave();
use
Code:
obj.position.reset();
Of course, you'll have to avoid telefragging. I think there's an event for that...
If you want more functionality with the opening sounds and choosers and stuff, script them yourself instead of using the quick editor method. It's not that hard. 
Right, got that. It actually works how I want it to now.

Hey Brian, right now, when using vertex lighting, there is no way to brighten both sides of the model at the same time. This looks really bad for daytime scenes. :|
[EDIT]Actually, it's not as bad as I thought now that I fixed the normals. It would be nice if it wasn't always so... intense, at least when there are lights on all sides.
To make it less intense, turn the lighting color more grey. Give shinier things a brighter specular. That should do. Find a good medium for light intensity and use speculars to go beyond that if necessary.
I still think that we should have a system like this.
http://erikkemmer.er.funpic.de/dim3/Picture%2043.png (WARNING: OLD SCREENSHOT)
With a list that lists all meshes, lights, script spots etc. etc. etc. and the ability to group them. (Put all the light spots of a room in the same group as the mesh -> when you move the mesh, the lights move too)
This would make editing A LOT easier.
Of course, this is a huge request, but sooner or later, we WILL need it.
At least that's what I think...
I definitely agree Bink, especially since dim3 is far more like a modeler than it used to be. That and proper 3D move/rotate/scale handles for Editor.
(2008.09.23 01:10 AM)Bink Wrote: [ -> ]I still think that we should have a system like this.
http://erikkemmer.er.funpic.de/dim3/Picture%2043.png (WARNING: OLD SCREENSHOT)
With a list that lists all meshes, lights, script spots etc. etc. etc. and the ability to group them. (Put all the light spots of a room in the same group as the mesh -> when you move the mesh, the lights move too)
This would make editing A LOT easier.
Of course, this is a huge request, but sooner or later, we WILL need it.
At least that's what I think...
This would be a great help for so many reasons, and although it would take a while to implement, it will ultimately be worth it, IMO.
Next Beta!
http://homepage.mac.com/ggadwa/Misc/MeshOnlyTest.zip
Code:
Animator
* reduced memory usage
* removed meshwork import
* animator a little more efficient at texture handling (moves instead of re-saving)
* added ability to set textures to be pixelated
Editor
* OBJs with multiple materials import as multiple meshes
* reduced memory usage
* editor auto-removes unattached vertexes on save
* the obscuring algorithm can be set to none, rough (within radius), or complex (calculated & slow)
* added ability to set textures to be pixelated
* glow textures get auto-alpha scrubbing
Engine
* first round of optimizations
* reduced memory usage
* fixed bug where hidden objects were still running physics
* increased the number of sorted transparent polygons
* fixed a bug where the vbo for map vertexes would get screwed up before drawing transparencies
* removed texture quality setting (this was overridden by filter and unecessary)
* fixed bug where text items in chooser wouldn't get proper ID
IMPORTANT NOTES!
Right now, obscure type will default to "none". These means always draw all meshes (if they are in the view.) This is good for small maps or space maps, etc. What you will probably want to use most of the time is "rough". This isn't meant to be perfect but to be quick so you can develop -- it only shows meshes within a certain distance. "Complete" -- which is not finished yet -- takes forever to calculate visibility, so that's something you should use when you are ready to display your maps. This is what you ship with (unless none works better for the type of map.)
I've got a couple optimizations in, hopefully I've gotten all the Engine crashes fixed (cross your fingers!), and a couple requested features (OBJ -> material -> mesh import, "pixelated" textures, chooser fixes).
Give it a shot, soon I'll be moving my focus to Engine. I know Editor needs some speed ups, but I want to get back to editor so hopefully I can get a version out before the end of the year.
BTW, if you've made a suggestion or reported a bug I haven't gotten to, I haven't forgotten, I'm just trying to concentrate more on certain areas.
[>] Brian