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Been doing a lot of work on Editor, as I've also been trying to put together some maps for a demonstration game (see other thread. Smile )

I've added and fixed a number of things in Auto-Generation.

There's a number of things you create via script:
- map ambient light
- map fog
- map glFog

All these are still there, working in the same way, but now you can set them in Editor, which should help a lot. You still use the script if you want things like time of day (change the ambient) or fog rolling in/out.

I've added a place-holder for rain, and will hopefully be getting to that.

I've fixed a number of bugs.

AND, the biggest thing -- hopefully a fully editable primitive collection.  This should make maps a lot easier to create maps (especially with repeated items, like columns, machines, door frames, staircases, etc.) If there's a primitive you want, just make it once and then it's there for all the other maps.

[>] Brian
Ah excellent, but for 2.1 before you release it finally can you fix the floor/ceiling ambients? They seem to want to show the below piece through them like putting one piece ontop of the other... You know that weird blendy thing? Yah... Also the importing objs withough making a whole new map would be nice pls! Smile
teh1ghool Wrote:Ah excellent, but for 2.1 before you release it finally can you fix the floor/ceiling ambients? They seem to want to show the below piece through them like putting one piece ontop of the other... You know that weird blendy thing? Yah... Also the importing objs withough making a whole new map would be nice pls! Smile

Did you go to the ambient settings and "push" them up or down? If they are at the same level as the floor or ceiling segment, you get that flickering z-buffer openGL problem. Since I'm not sure if they are supposed to appear on which side of the segment, I give you a "push" option that pushes them a tiny little bit in one direction.

Try to push the ones on the floor "up" and you should be good.

[>] Brian
Ok but I think the feature is broken for push to top and push up/down, because it doesn't work...
one thing for the editor (and animator):

I use a lot of textures that have transparent sections or have white on transparent, and they dont show up well in the pallet at the bottom. I was wondering if its possible to put a diagonal line through the background and fill half the square with a dark shade of grey/black. - so that you can see what the texture looks like.
mafoo Wrote:one thing for the editor (and animator):

I use a lot of textures that have transparent sections or have white on transparent, and they dont show up well in the pallet at the bottom. I was wondering if its possible to put a diagonal line through the background and fill half the square with a dark shade of grey/black. - so that you can see what the texture looks like.

This has been added for both of them, using the old standby of dark gray/black checkerboard.

[>] Brian
Whattt that's messed because when I bring up transparents the editor puts a green BG to it and the transparent parts end up staying part green leaving a messed up green outline in he engine, which from a distance, makes the whole texture green... Brian?
teh1ghool Wrote:Whattt that's messed because when I bring up transparents the editor puts a green BG to it and the transparent parts end up staying part green leaving a messed up green outline in he engine, which from a distance, makes the whole texture green... Brian?

Hunh? Care to run that by me again? Smile

[>] Brian
teh1ghool Wrote:Whattt that's messed because when I bring up transparents the editor puts a green BG to it and the transparent parts end up staying part green leaving a messed up green outline in he engine, which from a distance, makes the whole texture green... Brian?

Have you tried re-saving the texture in photoshop or gimp. It sounds like a bad alpha channel to me.
That's odd, because the alpha channel works on every other program fine. I MADE it in photoshop, afterall...

Brian, the game makes the background of the alpha channel green while in the editor, and when it goes in-game all the edges that border the alpha and solid are green like cartoon lines. You know how cartoon lines stay the same size no matter how close you are? Yeah... So when you get really far, the whole thing is engulfed in green!

The editor puts it on #00FF00 (or so it looks)
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