dim3 Forum

Full Version: Custom Primitives in 2.1
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
I've got this done.  Still have a fair amount of work to do in other areas before the beta, but here's an FYI on how it works.

Right now (and for 2.1 release), it's a bit manual.  There's a primitives.xml in the Editor Data folder which is nothing more than a dim3 map.  You edit the map, putting in one primitive per portal (and name the portal.)  The portals can be of any size, shape, position, just one primitive per portal (they also don't have to be primitives, they can be just segments.)  After editing, drop the file back into the Editor Data/Primitives folder, and you're good to go.

In the editor, there are two buttons: ADD primitive and REPLACE primitive.  Select an area of the map, hit ADD, pick the primitive, and you're done!

What's replace you ask?  It's actually pretty handy.  If you select a primitive in the map (or a set of segments), and then hit replace, you can replace those segments with a primitive that will scale to exactly the same size as the original segments.  How is this handy?  If you have a bunch of stair-type segments, you can place one, position it, size it, and if you decide you want something different later, select it and replace it.

[>] Brian
Sounds cool, Brian.

Will there still be cubes, frames, spikes and stuff?
of course, why would he delete those!
chinkeeyong Wrote:Sounds cool, Brian.

Will there still be cubes, frames, spikes and stuff?

Yup, those are all part of the new primitive map.

[>] Brian
oh, that is soo beautiful! Better finish 2.1 fast, Brian, I can't wait! (homing missiles)
Sweetful! I can wait for that. Also for the spaceship controls. Lawl.
And recoil if he hasn't forgotten. Smile
Reference URL's