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Full Version: dim3 v2.5 b9 (Render Test)
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Brian, just make sure there is some kind of way to separate meshes in the editor. oO
Will it calculate it in the editor or in the engine? What about moving meshes?
If this works, it'll be pretty cool. Smile
Some smaller thing for Editor: we have three viewports right now, but they only move dependent on each other. Would it be much work to make them move independent from each other? It would also be useful to navigate the viewports more freely. How come in the old Editor you could look in 8 steps around you, but in the new one only back and forth? Would it be much work to give it a navigation design as Cinema 4D has, where you rotate around a selected object, zoom in and out and pan?
Now that Engine progresses in the geometry department we need more mature navigation in Editor - for me it was painful to navigate through my demo scene and select what I want.

A minor thing in Editor is that if you manipulate a vertex of a mesh they all appear as black dots, but there is no mouseover highlight. It would also be good to be able to do multiple vertex selects via shift and then move them around.
And Animator needs a NEW color or a settable color for wireframes and backgrounds, because I can't see a thing I'm trying to rig. Also Animator needs clickable vertexes.
Editor on drugs?

2.5 b8 Editor: put .png and .obj in folders. Start new map, select .obj, size: 240k*32k*240k; select texture. delete point light object, delete player, bring in new player, set ambient light. run.

[Image: wg2jc3of.png]

[Image: jh9lhxnl.png]

Editor work windows show the map correctly. Engine does too, after restart of Editor.
Bradamante Wrote:Editor on drugs?

2.5 b8 Editor: put .png and .obj in folders. Start new map, select .obj, size: 240k*32k*240k; select texture. delete point light object, delete player, bring in new player, set ambient light. run.

[Image: wg2jc3of.png]

[Image: jh9lhxnl.png]

Editor work windows show the map correctly. Engine does too, after restart of Editor.

Maybe you're running out of VRAM? Does it work correctly because when you "restart" you're actually just running one of them, or are both working?

Could be some bug in the OS -- this is a weird one.

[>] Brian
Shame on me, but that actually looks kinda cool.
Haha, looks cool to me too. What kind of texture is that?
The main texture is a 4k*4k, I used those before, no problem. I had this error re-appearing twice, so three incidents. It always appeared when I added something new, but not always. Last time it happened I only added the water texture, then starting Engine the water texture appeared animated on that psychadelic texture mess.

This is the largest terrain I created and there are a lot of render errors all over. It seems to me the terrain texture smears and produces stripes at a certain distance radius around the player.
This is a stronger problem because it does not disappear on restarting Engine.

Look at the screens ... They highlight another problem. The scene was suddenly running at 70-80 FPS, where usually it have been 30-40. Then deactivate fog and we are at 10-15 FPS.

[Image: 7ohzgtt4.png]

[Image: bv3ngc88.png]

This terrain map is 180K*24K*180K, but this was just a scale-down to fit the player size. The positive news is that a 360K*48K*360K map was running at almost the same performance as soon as the fog was on - but it had the same graphic errors.

In 2.5 b9 the straps remain, and so do a lot of clipping errors.

ggadwa Wrote:Maybe you're running out of VRAM? Does it work correctly because when you "restart" you're actually just running one of them, or are both working?

Could be some bug in the OS -- this is a weird one.

[>] Brian

EDIT:
For the first time I had a mix of correct and psychadelic mode textures:
[Image: nnawhgj6.png]
Those errors do not appear inside a radius around the player, hence they move if the player does.

EDIT2:
Oh man, this is getting more and more erratic:
[Image: ekvjj3pi.png]
Let's dance!
http://files.filefront.com/MOV000453GP/;...einfo.html

I had this error after importing an object, with two lights in the script. If I looked in direction of that object the error appeared, looking somewhere else it was gone. I filmed it with my mobile phone because maybe the error would not come again.
So it happened, quit & restart Engine, it looked normal, with only visual and clipping errors; here is a screen:
[Image: x2g59me9.png]
Right now I'm still experimenting with a "portal-less" version; I *think* it's going to work. If it does, I'll be sure to check it against all these errors.

Since all these changes are so disruptive anyway, I might as well go whole-hog and fix other things that cause problems. I personally like the portal idea, but with more and more people just importing from their favorite renderers, it'll be a drag on production.

Also, it simplifies Editor a bit Smile

More soon ...

[>] Brian
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