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D3Edit AV40

 
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Atan
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Anmeldungsdatum: 27.07.2001
Beiträge: 795

BeitragVerfasst am: 22.12.2008, 13:39    Titel: D3Edit AV40 Antworten mit Zitat

Newest D3Edit version is out now. Grab it at: D3Edit - Development - Forum D3 Editing Tools

You'll find a lot new features inside D3Edit, for more informations please look into the read me.
Inside the D3EditAV40 Help you'll find links to D3Edit tuts and resources now.
D3Edit AV40 was tested with WinXP und Vista Ultimate and seems pretty stable now.
As ever, this is a very complex piece of software.. sure it possible will crash sometimes.
But the new autosave/restore functions will help you to restore your work easily.
Thanks must go to all the tester who helped me to improve D3Edit.
Q will offer a brand new tut collection soon. This one will help you using the new D3EditAV40 features.
WillyP reworked the TipOfTheDay please have a look here:
http://www.prepare4descent.net/descentiapedia/D3EditTipOfTheDay
Use Grab, download the file and place the tod.txt inside your D3Edit folder then.
You may upload your own tips there if you want to help other users.
I hope that D3Edit AV40 will make level building very easy now. Enjoy the new features!

Look into the read me for more details:
Zitat:
New Modifications in Version AV40

Menu:

File New:
added: Create Primitives like:
Sphere, Cylinder, Cone, Flat Cone, Pyramid, Flat Pyramid, Cube, Box, Ring, Torus, Grid
User interface to enter data for each single primitve.
i.e Stacks, Slices, Height, Radius, Width..
Grids can generated with distorted verts in x,y,z direction.

New level:
added : Random Terrain texture.

File -> Select, Restore and Load autosaved File.
Restores autosaved room or levels.

LevelView Menu:
View:
added : Show Sky_Dome.
added : Show one Mine Room from Terrain only.
added : Objects-> Show by size On/Off.

Room:
Group:
PlaceRoom:
Place in Mine:
added : move Placed Rooms/Groups with NumPad 4/6, 8/2, rotate with NumPad 1/3,
Adjust Steps with NumPad Plus/Minus.
Actual Step-value is shown inside StatusBar.

Views:
World View:
added : Toggle "Draw marked Verts".
added : Switch SkyDome drawing On/OFF.
added : Switch Room drawing On/OFF in Terrain View.
added : Leftclick Terrain-cell will change CurrentTexture at TextureBar.
added : Leftclick+Shift will change Terrain-cell to CurrentTexture.
added : Show Mirror Faces.

Placed Groups:
added : Show Attach Faces inside Texture View.

Ortho Views:
added: mark all, from current face, reachable Faces by Hotkey 'Numpad0'.
added: If Grid is off the background is painted red to warn the user.

Perspecive View:
added : Show Mirror Faces.
added : Toggle "Draw marked Verts".

Hotkeys:
Strg + M : mark/unmark all Current Face Verts.
inside Face Modus mark/unmark all Marked Face Verts.

ToolBar:
added : Icon for Lighting.

EditorStatusBar:
added : Show and choose 'Remove useless verts from Edges' Tolerance.
added : Actual Step-value for Move/Rotate Steps for Placed Rooms/Groups.

Dialogs:
Settings Dialog:
added : Invert zoom in Views.
added : ComboBox 'Remove useless verts from Edges' Tolerance (PtE Check).

RoomProperties:
added : BreakOut-Mod Identifier.

MessageBar:
Left Doubleclick jumps to error if possible.

ObjectBar:
added : Show if an Object own Groundpoints.
added : converted objects with GRND snap to face.
added : Autosizing ListViews.

TerrainBar:
added : Button to texture marked Cells with current texture.
added : ProgressBar while calculating Terrain Occlusion.
added : Show stars, rotating SkyDome and ToolTips.
added : Show Fog-,Star- and Horizon color.

TextureBar:
Increased Custom-Texture und Level-Texture Views height.
added : 'Show one Mine Room from Terrain only' disables To_Current/To_marked Buttons inside TextureBar.
added : Autosizing ListViews.

TextureAlignBar:
added: Object mapping by : Box-, Cylindrical-, Spherical-, or Planar UV.
added : Store TextureAlignBar Screenposition.

TexturePaletteBar:
added: Show OGF- name.

RoomBar:
FixTJoints reworked.
FindTJoints reworked.
Face -> Expand/Contract marked faces reworked.
added: Vertex -> Remove useless verts from Edges.
added: Vertex -> Distort Vertices.

K-Tool:
FindTJoints reworked.

Bend Dialog:
reworked all 3 OrthoViews and changed Layout.
added: Fixed-(0-90°) or Free- Mode (0-360°).
added: Show the calculated Bending path.

Extrude Dialog:
changed layout and reworked.
added : Store Extrude Dialog Screenposition.

ShowObjectInfo Dialog:
added : Store ShowObjectInfo Dialog Screenposition.

TexAlign Dialog:
added : Store Dialog Screenposition.

NewFile Dialog:
added : Store Dialog Screenposition.

NewPrimitives Dialog:
added : Store NewFile Dialog Screenposition.

KeyDialogBar:
update of Key-Infos.

LightingBar:
added : Lighting Timer for Test proposes.
added : Room Volume Size Check before Lighting.
added : Check for Bad Shells, Bad Faces and Bad Portals before Lighting.
added : Button to restore last used Lighting-settings.
added : Lighting Icon inside Title bar during calculation.

VerifyRoom
added : Room Volume Size Check.

VerifyMine:
added : Room Volume Size Check.

Help:
added : new links to Descent3 D3Edit resources.
added : Credits.

General:
added : Lighting settings are stored with the level and loaded again.
added : Save folders path.
added : Save Rooms and levels during load.
added : Recover Rooms or Level up to 5 saves.
added : Restore saves.
added : Check for Bad Shells, Bad Faces and Bad Portals during loading.

Bugfixes:

Perspecive View:
Bugfix: camera didn't move (blank screen).

OrthoView:
Bugfix: mark/unmark verts by mouse
Bugfix: Checkfor Valid Multiplayer area.

RoomBar:
Bugfix: inside cuting-face function.
Bugfix: inside Snap marked to Edge function.

ObjectBar:
Bugfix: Convert Object didn't copy the name.

TextureAlignBar:
Bugfix: inside align marked faces uv.

TerrainBar:
Bugfix: Apply CT didn't set lighting values to Satellits.

MessageBar:
Bugfix: fixed Wrong CheckRoomCenter-> No roompointer failure message.

TextureBar:
Bugfix: removed some errors inside TextureBar.

DoorBar:
Bugfix: couldn't place door at face 0.

TriggerDialog:
Bugfix: TriggerDialog dissapear if DALLAS was closed.

LightingBar:
Bugfix: Lighting settings could not be loaded with the level.
Bugfix: Return key disabled.

FileOpen:
Bugfix: Couldn't load files with uppercase chars.

PathBar:
Bugfix: removed some errors inside AI-Nodes.

General:
Bugfix: Locked screensaver forced Editor to crash.
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Dark
Forum-Nutzer


Anmeldungsdatum: 15.11.2001
Beiträge: 1146
Wohnort: Berlin

BeitragVerfasst am: 22.12.2008, 14:25    Titel: Antworten mit Zitat

direkt link: Klick -> AV40
_________________
Dark

wo alle das selbe denken, wird nicht viel gedacht
Welcher Zusammenhang besteht zwischen dem Ausspruch "Deutschland muss am Hindukusch verteidigt werden"
und der Tatsache das es z.B. in der Schweiz keinen Terrorismus gibt Frage
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DigiJo
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Anmeldungsdatum: 12.02.2002
Beiträge: 895
Wohnort: Niedersachsen

BeitragVerfasst am: 22.12.2008, 17:52    Titel: Antworten mit Zitat

awesome. thx atan!
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DwnUndr
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Anmeldungsdatum: 16.06.2002
Beiträge: 170
Wohnort: USA

BeitragVerfasst am: 22.12.2008, 18:09    Titel: Antworten mit Zitat

Nice! Auf den Arm nehmen
_________________
http://Ripteam.com
http://FreelancerCommunity.net
http://UnderVerse.us
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[RIP]Machete_Bug
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Anmeldungsdatum: 12.01.2008
Beiträge: 10
Wohnort: Los Angeles, California, U.S.A.

BeitragVerfasst am: 22.12.2008, 23:59    Titel: Antworten mit Zitat

OMG!

I just downloaded it and cracked it open on my work computer. Awesome stuff, dude.

Firstly, the hotkey list and button... too cool for school, that one. Also the added window management stuff (tiling, maximize perspecive) is also very welcome. I especially like being able to just select all verts in a face. Too groovy. The Primitives are pretty cool. Not sure how I might utilize them, but it could be a useful shortcut to get some basic starting shapes together.

Thanks for your hard work. I'll be putting some of it to use. Sehr glücklich
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WillyP
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Anmeldungsdatum: 19.03.2006
Beiträge: 67
Wohnort: New Hampshire, USA

BeitragVerfasst am: 23.12.2008, 02:20    Titel: Antworten mit Zitat

I think Atan intended the primitives feature for objects, but they are very useful for rooms, and room details also. Since you have complete control over their size, number of faces, etc... just flip the normals and you've got a room.

Many thanks to Atan for all the hard work he's put into this project!

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Zuletzt bearbeitet von WillyP am 23.12.2008, 02:27, insgesamt 3-mal bearbeitet
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[RIP]Machete_Bug
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Anmeldungsdatum: 12.01.2008
Beiträge: 10
Wohnort: Los Angeles, California, U.S.A.

BeitragVerfasst am: 23.12.2008, 08:48    Titel: Antworten mit Zitat

WillyP hat folgendes geschrieben:
I think Atan intended the primitives feature for objects, but they are very useful for rooms, and room details also. Since you have complete control over their size, number of faces, etc... just flip the normals and you've got a room.


Yeah, that's exactly what I was trying to do with it while testing it out. Need a dome? Just make a sphere and cut half of it away and save yourself several minutes and a cursing fit. I probably could have used the cylinder primitive as a hallway starter in my current design endeavor. Unfortunately, I'm all done with my hall templates...
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