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New D3Edit Version ready for test

 
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Atan
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Joined: 27 Jul 2001
Posts: 876

PostPosted: 15.05.2005, 17:25    Post subject: New D3Edit Version ready for test Reply with quote

Look at the Sticky above for the download link

//===========================================================

New Modifications in Version A03_3o

Views:
added support > 1024x768 (SoftwareRenderer)

TriggerBar:
added: 'MoveCameraToCurrentTrigger' -Button
Changed layout
Changed navigation by '<<' & '>>' (Room with triggers) buttons
'>>' will auto search next room with trigger(s) inside and focus to that room (if any)
'>>' will auto search next room with trigger(s) inside and focus to that room (if any)
'<' & '>' will switch through rooms triggers

Track the current trigger face in Ortho- and Perspective Views now

Textured-Views:
Fixed the 'trigger-mark'-display for faces.
Fixed the 'trigger-mark'-display for floatingTriggers.

PopupMenu:
Ortho: Added 'SelectFaceByNumber'
Perspective: Added 'SelectFaceByNumber'

TerrainView:
fixed display bug if too much rooms

LevelView:
Track the current face in Ortho- and Perspective Views now

Perspective View:
Fixed display bug while Zoom- In/Out

ToolBar:
added: new ObjectInfo Button
added: FIX Button

Dialogs:
a)
ObjectDialogBar:
Added Prev- Next- Object Buttons

b)
DoorWayDialog:
Bugfix

c)
Added new ObjectInfo Dialog
Objects are listed with ID, Type, TypeName, ObjectName and Roomnum
View can be changed by Type, Location and 'sorted'
ObjectNames can be changed in List manually ot automaticly
Undo feature if Dialog not closed
Generates Enums and structs for Dallas
All Data can be copied to clipboard (MessageBar)
Clear MessageBar is possible.

d)
New FIX Dialog
AINode- and Sound- calculation done by earlier D3Edit Versions
would not work properly. FIX changes Portaltextures to Palmleaf1
so calculation can be done through portals.
Compress will remove 'holes' in Roomnumbers
i.e. Room 1,2,4,6 will be changed to 1,2,3,4
Use this one carefully.

e)
LightingBar:
Changed layout
Added: Presets
added: Save Inputs
Disable 'CLose-Button' during lighting process.

f)
SettingsDialog:
added : RenderFaceTrigger
minor fixes

Group:
Objectnames are saved with the Group
Watch out for double name after inserting same group more than once!

//===========================================================

New Modifications in Version A03_3m
RoomView:
Menu:
added : ShowValidMultiplayerArea

Verify Mine:
added : ShowValidMultiplayerArea Errors

World View:
Fixed 'Move-Mine'
Fixed 'Scale-Mine'

EditorSettings:
Changed Layout

ScriptCompile:
Enlarged fix bugs

Camera Slewer:
Save position for World- and Room- View

//===========================================================

New Modifications in Version A03_3l
TextureBar:
added Show current Texture Flags

Tools:
Reworked
Added Customize Tools Dialog
Customize up to 20 tools, selectable by ToolsMenu

GeometrieBar:
Vertex:
Added: Set all marked verts to current vert Y position
helps to make faces planar (in Y) even if not on grid

TerrainBar:
a)
added: Display current SkyDome texture
added: Apply current texture button
b)
added: Display current Sat texture
added: Apply current texture button

ObjectBar:
added Link into marked Room Button

PathBar:
fix a bug, Terrain AI Nodes still buggy, be careful, don't use!

//===========================================================

New Modifications in Version A03_3k

Fixed a lot errors in Bnodes and Rendering

LevelView:
a)
Added: Check for duplicated rooms ( yes we had such bugs Smilie

Move Mine:
a)
BNodes and Edges are moved with the mine now
b)
PathNodes and Path are moved with the mine now


//===========================================================

New Modifications in Version A03_3j

SettingsDialog:
a)
Added: Render > 100 Rooms On/Off
Added: Autoselect Mode On/Off

TerrainBar:
a)
Added: Checkbox for Damage On/off
Removed Input for Damage value, this is not suported by D3.

PathDialogBar:
a)
Added: Check RadioButton AI Node at Init

b)
Added: Cycle BNode

c)
Added: Cycle current BNodes Edge

d)
Added: Show BNodeNr and Edge Nr.

e)
Added: Show Portal flags and modify flags (Needed for working with BNodes)

f)
Creating AINodes will set BNodes to Portals if they own the 'Flythrough flag only
or if the flag is set by hand (Needed for Dallas and Forcefields)


LevelView:
a)
Added: Show current AINode-Edge in yellow

b)
Added: Show Path On/Off

c)
Added: Show AI-Nodes On/Off

d)
Added: Show current room AI_Nodes only

e)
Portal Texture is set to Palmleaf1 during Add Room, Add Group.. now
(this was needed for BNodes, only texture with FlyThrough flag set)
Make sure you don't replace Palmleaf1 with other texture which has this flag not set!)

f)
added: Move camera to current AI-Node


RoomView:
a)
Bugfix: Fixed a AINode-edge displaying bug

b)
Show current AI_Node-Edge in yellow

c)
Added: Show Path On/Off

c)
Added: Show AI-Nodes On/Off

e)
Added: Show current room AI_Nodes only

f)
added: Move camera to current AI-Node

//===========================================================

New Modifications in Version A03_3i

TerrainBar:

a)
Inserting Terrain Sounds added (5 max)
Added Add/Remove Sounds Buttons
Added Walkthrough TerrainSound Buttons
Added Soundselection Combobox
Added Input for Volume Bottom/Top
Added Input for Sound Height-position Bottom/Top

b)
Inserted changing Terrain-Fog RGB-Colors

c)
If TerrainSky is not textured

Choosing Sky RGB-Color
Choosing Horizon RGB-Color

d)
Reset to Defaults for Fog-Scalar, Fog, Sky, Horizon Colors

e)
Bug fixes:
Matcenter Dialog update fixed

d)
added some new Shortcuts to SC

//===========================================================
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