2 registered members (AndrewAMD, Nymphodora),
972
guests, and 8
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: IceX3 - Alpha Version v0.1a
[Re: Schloder87]
#413382
12/12/12 22:47
12/12/12 22:47
|
Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
|
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
|
I found strange bug, just created new terrain, and painted textures on it.. I used simple texture instead of details one (dirt_ground_c_col.bmp), then I create additional texture layer, and after that I try to paint it on terrain, here is the result: Anyway, I'm not pretty sure, maybe this is how it should work for now, as it's still in alpha stage All in all, I loved it! Could you add zooming with mouse wheel? It would be useful
|
|
|
Re: IceX3 - Alpha Version v0.1a
[Re: oliver2s]
#413394
12/13/12 08:44
12/13/12 08:44
|
Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
|
Expert
Joined: Mar 2011
Posts: 3,150
Budapest
|
The editor uses its own LOD system. LOD files must be name with a "_lod" at the end of the filename (see example models in the ASSETS folder). Every entity can have its own lodrange. hi, is it a wise thing to use an own lod system? why not _0.mdl, _1.mdl... ending is okay? it would cause problems when users use levels created in IceX want to use it in their games/applications, or they will be forced to use loops for each entity which is not costless on performance. or it works simply beside the engine default lod system? imo it would be more practical to use a heightmap on normalmap alpha, and use a separate specular map skin. but it depends on your taste
|
|
|
Re: IceX3 - Alpha Version v0.1a
[Re: 3run]
#413411
12/13/12 15:00
12/13/12 15:00
|
Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
OP
Expert
|
OP
Expert
Joined: Aug 2002
Posts: 3,258
Mainz
|
|
|
|
|