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GED Bugs in A8 #360061
02/21/11 17:47
02/21/11 17:47
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline OP
Serious User
Dark_samurai  Offline OP
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
Hi,

again I'm giving GED a try again. Finally it's already working MUCH better in A8 then in A7. But still far from beeing perfect.

This is what I found so far:
1) I created a new level (in GED). In MED I created a new flat terrain (default settings). I loaded the terrain in GED. I clicked on Terrain->Paint and clicked on OK when GED asked me for assigning the multi texture terrain shader. Then I created 3 textures (512x512 in Paint) and added them to the terrain. Now the terrains color is the base texture. But it's not possible to paint any other texture. I selected them, I also tried using the "paint texture mix" feautre. No success.
2) If I then go to "deform" again and do some deforming and then change back to "paint", GED asks again for assigning the multi texture terrain shader.
3) Now I try to move the terrain --> the parts where I tried to paint a new texture get transparent (100% transparent).
4) It's possible to move the terrain up and down, although the terrain isn't rendered up and down. So GED thinks that the terrain moved up and down and drows the bounding box on this position, although the terrain has still the same .z value.
5) I deleted the old terrain in GED. I recreated the terrain in MED and made it bigger (100x100 vertice). Loaded it in GED. --> GED displays the a bounding box with size of the old terrain.
6) I've added a model to the scene which was much bigger then the terrain. So it's time to scale the terrain. Through the scaling, the bounding box size changes to the real terrain size. BUT during scaling, the bounding box is displayed on .z = 0 I think. Not on the terrains real position.

I will continue this list if I find more bugs.

Please add a function for creating a terrain in realtime in GED. Just like the function in MED. This would save a lot of work, because creating the terrain in MED and then changing back to GED is really not a good workflow! I know that I asked for this feature already several times, but it's still not implemented -.-

Another thing I wanted to ask is, why not pushing GED further and dropping WED? Conitec makes plans to replace WED by a new WED that uses the engine for rendering. Now this is exactly what GED does. Wouldn't it save a lot of work if GED would be extended by block editing rather than inventing the wheel again for the new WED?

Thanks!


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Re: GED Bugs in A8 [Re: Dark_samurai] #360095
02/21/11 21:33
02/21/11 21:33
Joined: Feb 2011
Posts: 26
J
jojo1995 Offline
Newbie
jojo1995  Offline
Newbie
J

Joined: Feb 2011
Posts: 26
"creating the terrain in MED and then changing back to GED"
yes this is problem

Re: GED Bugs in A8 [Re: jojo1995] #360143
02/22/11 11:39
02/22/11 11:39
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Thanks for the info. A create terrain function was just implemented in the engine.

GED will eventually be replaced by the new WED, but GED itself can't be transformed into WED. Its code is not designed for this purpose. It would just be too much work.

Re: GED Bugs in A8 [Re: jcl] #360149
02/22/11 13:28
02/22/11 13:28
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline OP
Serious User
Dark_samurai  Offline OP
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
Sounds promising! Waiting for more informations about the new WED laugh


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version

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