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Re: What are you missing in WED? [Re: indiGLOW] #70291
04/11/06 18:01
04/11/06 18:01
Joined: May 2003
Posts: 609
Rattenfängerstadt
Rigoletto Offline OP
Developer
Rigoletto  Offline OP
Developer

Joined: May 2003
Posts: 609
Rattenfängerstadt
@indiGLOW: Yes, it could be useful but i have nothing find how access this block-data in the SDK. Maybe it is not documented, i ask Wlad by time.

@DaBro0zar: I think such a good feature will clearly increase the project size and bsp is a prevent. Perhaps a quick and dirty version.

Re: What are you missing in WED? [Re: Rigoletto] #70292
04/11/06 18:05
04/11/06 18:05
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Being able to bend blocks/primatives or groups.

Stair/arch generator like in 3D World Studio. There's alway's Dan's Arch-E, but an in-editor solution is always best.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: What are you missing in WED? [Re: Orange Brat] #70293
04/11/06 19:37
04/11/06 19:37
Joined: Mar 2002
Posts: 7,726
old_bill Offline
Senior Expert
old_bill  Offline
Senior Expert

Joined: Mar 2002
Posts: 7,726
Adding a cylinder with a number of sides determined by an input field would be usefull.

old_bill


Success is walking from failure to failure with no loss of enthusiasm.
Re: What are you missing in WED? [Re: old_bill] #70294
04/11/06 19:56
04/11/06 19:56
Joined: May 2003
Posts: 609
Rattenfängerstadt
Rigoletto Offline OP
Developer
Rigoletto  Offline OP
Developer

Joined: May 2003
Posts: 609
Rattenfängerstadt
@Orange Brat: Sorry, there will be no bending. Arc works and with the step-tool you can realize stairs and co.

@old_bill: It is already working with up to 42 faces, more will lead into compile errors. I´am waiting for an answer from conitec about this. However compiler max. faces is 64.

Re: What are you missing in WED? [Re: Rigoletto] #70295
04/15/06 22:16
04/15/06 22:16
Joined: Dec 2005
Posts: 79
UK
SwordsGateSCAS Offline
Junior Member
SwordsGateSCAS  Offline
Junior Member

Joined: Dec 2005
Posts: 79
UK
a slice tool would be nice to cut blocks in hafe makes more control to level disign


Changing web site getting a new job moving to spain hopely making a game like zelda oft
Re: What are you missing in WED? [Re: SwordsGateSCAS] #70296
04/16/06 13:28
04/16/06 13:28
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline
User
Trooper119  Offline
User

Joined: Apr 2004
Posts: 516
USA
Here is a MUST for both WED and MED that I was shocked when I found out they didn't have:

We need to be able to manually put in coordinates for whatever we are messing with (whatever we have selected), what would be nice as well is if we could manually input their dimensions (again of what we have selected), if any one of you has Adobe's Fireworks, Flash, or Dreamweaver you know what I am talking about, unforchanately all of that is 2D though so I want it in the 3D world.


A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
Re: What are you missing in WED? [Re: Trooper119] #70297
04/16/06 17:37
04/16/06 17:37
Joined: Jan 2005
Posts: 567
Sweden
Gafgar Offline
Developer
Gafgar  Offline
Developer

Joined: Jan 2005
Posts: 567
Sweden
Like in Maya?...


__________________________________________________ / Gafgar The Goblin... http://www.Goblinsoftware.tk/
Re: What are you missing in WED? [Re: SwordsGateSCAS] #70298
04/18/06 11:01
04/18/06 11:01
Joined: May 2003
Posts: 609
Rattenfängerstadt
Rigoletto Offline OP
Developer
Rigoletto  Offline OP
Developer

Joined: May 2003
Posts: 609
Rattenfängerstadt
@SwordsGateSCAS: Hm, i put this on the very end of my list, if a valid block is sliced, it should give only valid blocks i hope...
I can´t imagine why conitec should not implement this, they have already a complex cut function!?

Re: What are you missing in WED? [Re: Rigoletto] #70299
05/17/06 11:19
05/17/06 11:19
Joined: May 2003
Posts: 609
Rattenfängerstadt
Rigoletto Offline OP
Developer
Rigoletto  Offline OP
Developer

Joined: May 2003
Posts: 609
Rattenfängerstadt
Hello,

little status, last chance for wishes:

Finished:
100% - disk/pie
100% - arc/torus (made of blocks cause limit of 64 faces and 40 edges by the compiler)
100% - lattice block (made of blocks cause limit of 64 faces and 40 edges by the compiler)
100% - sphere (problems are bsp related, very compiler intensive above 150 blocks = ca. 4000 portals, made of blocks too)
90% - connect faces from two blocks via new block
0% - step tool (like in excel, mark two blocks, and you can pull out other bocks from them with the diffences between the two blocks) or a simple turtle language
50%- place objects on lines/circles
0% - align tool
100% - auxiliary lines/circles
50% - change rotate origin
0% - local rotate/resize for a group of blocks
0% - face block to a point

Started work on the interface, first version should be available next 2 weeks.

Re: What are you missing in WED? [Re: Rigoletto] #70300
05/18/06 23:25
05/18/06 23:25
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
An outomated function, that snaps all edges/vertecies of all blocks at once to
a grid, but chooses the closest snapgrid, and not
the next lower even, as it seems to me.
(not like int(3.89) = 3 but: 3.89 -> 4)

Maybe also a warning if blocks are not totally on the grid.

I would prefer to put WED into a mode, where no vertex can be moved to
after comma numbers.
A lot of levels have little cracks, that are a major couse for slow
visibility calculations. Snappin everything to a grid reduces this risk.



Also for texturing:
applying the texture only to the side of the block, that is touched by the cursor.
This makes skinning a block with different textures much faster.

And the option, that when a skin will be applied, that the lower left edge of the texture is
automatically at the lower left edge of the touched side of the block.
Reducing the time it needs to realign the texture manually.


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