2008.07.16, 08:45 AM
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2008.07.16, 08:52 AM
Portals worked great with the old system, but with the new mesh system, they just make everything more complicated.
I liked the portals (one of the reasons I downloaded Dim3), but now they have become obsolete and annoying. :/
Also: Could you add a tool/menu option/something to split meshes? That way we could import one huge mesh and then split it up to optimize drawing.
Like: You select a few edges and choose "Split mesh". Like the Loop Cut feature in Wings. That would be great.
I liked the portals (one of the reasons I downloaded Dim3), but now they have become obsolete and annoying. :/
Also: Could you add a tool/menu option/something to split meshes? That way we could import one huge mesh and then split it up to optimize drawing.
Like: You select a few edges and choose "Split mesh". Like the Loop Cut feature in Wings. That would be great.
2008.07.16, 09:43 AM
Bink Wrote:Portals worked great with the old system, but with the new mesh system, they just make everything more complicated.
I liked the portals (one of the reasons I downloaded Dim3), but now they have become obsolete and annoying. :/
Also: Could you add a tool/menu option/something to split meshes? That way we could import one huge mesh and then split it up to optimize drawing.
Like: You select a few edges and choose "Split mesh". Like the Loop Cut feature in Wings. That would be great.
Yes, I'll come up with some system. I like the portals, too, but nobody used them very well and it might turn out that this system -- which sort of does it automatically for you -- will work better.
That said, it might force me to make a "compile" step in Editor to build all the obscuring data (as it might be too slow to do it everytime a map loads up.)
[>] Brian
2008.07.16, 09:51 AM
ggadwa Wrote:That said, it might force me to make a "compile" step in Editor to build all the obscuring data (as it might be too slow to do it everytime a map loads up.)That's not much of a problem, I think, because most engines do that.
[>] Brian
They usually use it to calculate light maps and sight paths... I don't think I know of any high-end engine that does NOT do it.
A (more or less) short "building map" with a progress bar won't annoy anyone, I think.
2008.07.16, 12:38 PM
ggadwa Wrote:Bink Wrote:Portals worked great with the old system, but with the new mesh system, they just make everything more complicated.
I liked the portals (one of the reasons I downloaded Dim3), but now they have become obsolete and annoying. :/
Also: Could you add a tool/menu option/something to split meshes? That way we could import one huge mesh and then split it up to optimize drawing.
Like: You select a few edges and choose "Split mesh". Like the Loop Cut feature in Wings. That would be great.
Yes, I'll come up with some system. I like the portals, too, but nobody used them very well and it might turn out that this system -- which sort of does it automatically for you -- will work better.
That said, it might force me to make a "compile" step in Editor to build all the obscuring data (as it might be too slow to do it everytime a map loads up.)
[>] Brian
Sounds fine to me! For the mesh splitting thing, I'd REALLY, REALLY like to be able to select edges and click "Cut" or "Split" and it would detach those parts from each other.
Bink Wrote:ggadwa Wrote:That said, it might force me to make a "compile" step in Editor to build all the obscuring data (as it might be too slow to do it everytime a map loads up.)That's not much of a problem, I think, because most engines do that.
[>] Brian
They usually use it to calculate light maps and sight paths... I don't think I know of any high-end engine that does NOT do it.
A (more or less) short "building map" with a progress bar won't annoy anyone, I think.
Yeah I agree with that, compiling is no biggy.
2008.07.16, 01:16 PM
ggadwa Wrote:Bink Wrote:Portals worked great with the old system, but with the new mesh system, they just make everything more complicated.
I liked the portals (one of the reasons I downloaded Dim3), but now they have become obsolete and annoying. :/
Also: Could you add a tool/menu option/something to split meshes? That way we could import one huge mesh and then split it up to optimize drawing.
Like: You select a few edges and choose "Split mesh". Like the Loop Cut feature in Wings. That would be great.
Yes, I'll come up with some system. I like the portals, too, but nobody used them very well and it might turn out that this system -- which sort of does it automatically for you -- will work better.
That said, it might force me to make a "compile" step in Editor to build all the obscuring data (as it might be too slow to do it everytime a map loads up.)
[>] Brian
Woul maps then load faster than they do in b8? I like fast, you know.
2008.07.16, 02:29 PM
Could you add a way to get the current animations name?
My anims are currently going crazy because they are started over and over again. This can easily be fixed with the functions we have, but doing:
would be much easier. 
Or maybe add something like
would be better? I don't know.
EDIT: Is it not possible to walkToNode(start_node_id,end_node_id,id);?
I don't want to name every node...
My anims are currently going crazy because they are started over and over again. This can easily be fixed with the functions we have, but doing:
Code:
if (obj.model.animation.currentAnimation != "walking") obj.model.animation.start("walking");
Or maybe add something like
Code:
obj.model.animation.startIfNotPlaying("walking");EDIT: Is it not possible to walkToNode(start_node_id,end_node_id,id);?
I don't want to name every node...
2008.07.16, 03:10 PM
Quick Note: Thursday night and probably most of Friday I'll be out for a surgery in the family so try to keep things to a dull roar 
[>] Brian

[>] Brian
2008.07.16, 06:59 PM
ggadwa Wrote:Quick Note: Thursday night and probably most of Friday I'll be out for a surgery in the family so try to keep things to a dull roar
[>] Brian
Yessir. Hope the surgery goes well.
2008.07.16, 07:20 PM
Yes, obj.model.animation.currentAnimation would be more useful.
Okay Brian. Dull roar. I'll try. >.>
Okay Brian. Dull roar. I'll try. >.>