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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 22.08.2005, 16:31 Post subject: New D3Edit version D3Edit_V_P_0_1_2_p |
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New Modifications in Version A03 Beta 10 | Atan P.0_1_2
World View:
Room View:
PopupMenu:
Added: On/Off animated textures.
State is saved inside Registry.
//===========================================================
New Modifications in Version A03 Beta 10 | Atan P.0_1_0
Dialog:
added Resizing to:
ShowInfo, ScriptCompile, ShortCuts
Editor:
Delete temp hog files inside default TEMP folder at Editorstart.
Each crashed level leave ~20MB otherwise
//===========================================================
New Modifications in Version A03 Beta 10 | Atan P.0_0_8
World View:
Room View:
Objectbar:
Fix: Animated Object textures are correctly shown now.
ToolBar:
added: Added Buttons to quickly maximize Grid Views to max size
and to restore all 4 Views again.
Last Grid Views size are stored (Registry) and loaded during Editor-Start again
added: Buttons to arrange World and Room Views. Horizontal. Vertical, Cascade.
State is stored inside Registry and loaded during Editor start again.
RoomDialogBar:
added: Generate a new room out of marked faces and open a new Room Window for it.
ExtrudeBar:
added: Extrude Steps input for automaticly Extrude x times.
added: generate the End-Cap to be a point (needle)
added: generate the End-Cap to be 'round# (rounded)
Level View:
added: Save and Restore View-Dist and View-Angle. (Registry)
Perspective View:
added: Save and Restore View-Dist and View-Angle. (Registry)
Room View:
added: Save and Restore size of the Window. (Registry)
Ortho View:
added: Save/Load ShowRoomCenters state. (Registry)
added: Save/Load ShowValidMineArea state. (Registry)
Fixed a Display bug
Verify Mine:
added: Check for RoomCenters outside rooms
Dialogs:
Matcenters:
Name-Input is working now
Show Matcenters Room Number or Terrain Cell number
Hide Room/Object-ComboBox in Dialog if no Matcenter is assigned
Refresh ComboBox while cycling through Matcenters
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Floyd Forum-Orakel
Joined: 20 Mar 2001 Posts: 2912
Location: Dresden, Germany
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Posted: 22.08.2005, 19:00 Post subject: |
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afaik, the TAB-key isn't taken yet. can you make it switch between vertex mode and face mode? thanks
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DwnUndr Forum-Nutzer
Joined: 16 Jun 2002 Posts: 182
Location: USA
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Posted: 22.08.2005, 19:27 Post subject: |
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Great work Atan!
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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 22.08.2005, 20:16 Post subject: |
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@Floyd
I will take a look, in the meantime you can quickly switch this using the toolbarbuttons.
@Dwnundr
Thx, I hope D3Edit is working better with W2k now?
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pipsqueak Forum-Nutzer
Joined: 18 Feb 2003 Posts: 18
Location: USA
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Posted: 23.08.2005, 01:13 Post subject: |
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As usual, excellent work Atan!
_________________ New York City Rocks! Always Has, Alway Will! |
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NightmareUSA Forum-Nutzer
Joined: 25 Apr 2004 Posts: 43
Location: New York USA
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Posted: 23.08.2005, 03:53 Post subject: |
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can't you still use "ctrl" 'R' and "ctrl" 'f' to do that. Oh and thanks for the updates Atan! I have posted this on Game Edit.Net as well.
_________________ Nightmare USA |
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Floyd Forum-Orakel
Joined: 20 Mar 2001 Posts: 2912
Location: Dresden, Germany
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Posted: 23.08.2005, 04:07 Post subject: |
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my ctrl-key is already worn out from this (it was about 8 months old when i finished my first level. logitech promised that it would last 10M hits, though)
plus, tab is faster than ctrl+f and ctrl+r. (and more comfortable, i assume)
give me the name of the function that switches modes, and i'll write that little tab-function
edit: found the variable for the mode. now i just need to find the switch statement for the keys. (this is a pretty old version of the d3edit source, but this should work as well with atans version)
Last edited by Floyd on 23.08.2005, 04:24; edited 1 time in total |
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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 23.08.2005, 18:23 Post subject: |
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@Floyd
implementing it is an easy task, no need searching around.
What I mean is, that I have to think about
if this feature will be useful for all
and if, if it should toggle through ALL modes then.
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Floyd Forum-Orakel
Joined: 20 Mar 2001 Posts: 2912
Location: Dresden, Germany
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Posted: 23.08.2005, 18:51 Post subject: |
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ok. my experience was that faces and verts are used most of the time, and alternating between these two was constantly necessary, whereas object mode was very rarely used. i haven't made anything for single player yet, so i don't know about the paths and nodes.
i am shocked that i didn't think of that tab-feature earlier
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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 24.08.2005, 22:50 Post subject: |
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@Floyd,
I uploaded a 'TAB' testversion and pm you a dl-link.
TAB toggles between Vertex and Face, it overrides any other mode ( if selected ) to vertex first.
Please test this feature if it works like you requested.
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Floyd Forum-Orakel
Joined: 20 Mar 2001 Posts: 2912
Location: Dresden, Germany
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Posted: 25.08.2005, 01:36 Post subject: |
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works like a charm, thank you very much.
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pipsqueak Forum-Nutzer
Joined: 18 Feb 2003 Posts: 18
Location: USA
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Posted: 11.09.2005, 23:50 Post subject: |
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Woa, Just noticed that extrude x steps feature. That is incredibly helpful.
_________________ New York City Rocks! Always Has, Alway Will! |
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pipsqueak Forum-Nutzer
Joined: 18 Feb 2003 Posts: 18
Location: USA
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Posted: 13.09.2005, 01:54 Post subject: |
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Oops, starting to have some problems. Dont know if its my machine but the program seems to crash a little easier than the previous version. When clicking the box to check out a different view it has crashed several times. Also this version seems to be a little sluggish. When trying to rotate a room or level there seems to be some hesitation before the room actually moves.
_________________ New York City Rocks! Always Has, Alway Will! |
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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 13.09.2005, 17:09 Post subject: |
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Yes, true.
I made several bugfixes last days, but it's not good enough up to now.
I thought latest version (D3Edit_V_P_0_1_12_p) would be fine,
but a new error was stated today.
I'll try to find and fix that soon and place next version for a test then.
Thx for the feedback.
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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 13.09.2005, 22:11 Post subject: |
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@pipsqueak
please test version D3Edit_V_P_0_1_14_p if it works for you
and which new problems poss. come up now.
BTW, a good idea would be to deaktivate 'Show Animated textures', this will save cpu time.
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pipsqueak Forum-Nutzer
Joined: 18 Feb 2003 Posts: 18
Location: USA
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Posted: 15.09.2005, 01:02 Post subject: |
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Not much better luck with p o 1 14. The program crashes constantly when trying to mark a room so I can paste it to another room. I think I might go back to one of your older version Atan. BTW just had one of those room center not in center error messages. Quite an amazing discovering regarding homing missiles not being able to home in certain rooms.
_________________ New York City Rocks! Always Has, Alway Will! |
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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 15.09.2005, 17:16 Post subject: |
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ok, it's inside ToDo list, may take some time...
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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 15.09.2005, 20:17 Post subject: |
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uhm, I'm not sure what you excatly doing
Are you working in Worldview and try to add a loaded room?
Or do you try to create 'Room in Room' ?
Nevertheless, I found a bug and deleted this one, but I'm not sure if I hit the one you are talking about.
I added some more 'fuses' and delete an other minor issue too
but as I said I'm not sure if this all will fix your problem now.
Please help out and try the newest version.
If you crash is gone now, ok, if not please email me a step by step discription please how to generate your bug. TIA
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