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Re: Street Tool 1.0 finished [Re: Salva] #55307
07/10/07 17:56
07/10/07 17:56
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Posts: 2,541
Berlin
very cool


:L
Re: Street Tool 1.0 finished [Re: EX Citer] #55308
07/10/07 20:23
07/10/07 20:23
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
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Xarthor  Offline
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Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Very cool indeed!

How about adding the following feature to the street editor:
- Aligning one street to another
That way you won't have to "re create" and allign the pavement (e.g.) to an already existing street. (or the other way around)

Re: Street Tool 1.0 finished [Re: Xarthor] #55309
07/11/07 09:18
07/11/07 09:18
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
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oliver2s  Offline OP
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Joined: Aug 2002
Posts: 3,258
Mainz
I write it on my list. But I don't know if I realize it in the upcoming update.

Re: Street Tool 1.0 finished [Re: oliver2s] #55310
07/11/07 16:48
07/11/07 16:48
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

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Orange Brat  Offline

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O

Joined: Aug 2000
Posts: 7,490
Have you decided to keep the street tool integrated into IceX? If so, could you provide a feature list of IceX given your website it down? WED now has a terrain editor (in the private beta version), but I'm sure it's not as feature rich or user friendly as what you offer. I'm more interested in the street tool, but if buying IceX is the only way to get it, then I'll probably go for it eventually.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
IceX2: Material Editor [Re: Orange Brat] #55311
07/19/07 14:59
07/19/07 14:59
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
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oliver2s  Offline OP
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Mainz
Quote:

Have you decided to keep the street tool integrated into IceX? If so, could you provide a feature list of IceX given your website it down? WED now has a terrain editor (in the private beta version), but I'm sure it's not as feature rich or user friendly as what you offer. I'm more interested in the street tool, but if buying IceX is the only way to get it, then I'll probably go for it eventually.




Yes, it will be only integrated in IceX2. I'll release a feature list soon.

Here's a new screenshot which shows the finished material editor. You can create your own materials and assing them to entities oder just edit the default entity material from IceX2. Just move a slider and you see in real time the changes in your level:



Re: IceX2: Material Editor [Re: oliver2s] #55312
07/20/07 07:31
07/20/07 07:31
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
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gri  Offline
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Posts: 1,225
germany
hi,

could you give us a timeframe for the releasedate of the update ?

,gri


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: IceX 2.0 Editing Teaser [Re: oliver2s] #55313
07/20/07 07:56
07/20/07 07:56
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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D3D  Offline
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Joined: Apr 2006
Posts: 1,551
Netherlands
Now that unlimited physics objects can be used with A7 commercial. Will this be made available in the IceX update as well? How about Lite-C?


smile
Re: IceX 2.0 Editing Teaser [Re: D3D] #55314
07/20/07 08:09
07/20/07 08:09
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
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oliver2s  Offline OP
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Mainz
Quote:

could you give us a timeframe for the releasedate of the update ?




I think the next 3-4 weeks it should be finished.

Quote:

Now that unlimited physics objects can be used with A7 commercial. Will this be made available in the IceX update as well? How about Lite-C?




Unlimited physics is avaiable since it has been released 1 year ago I don't give Lite-C support at the the moment. Maybe in a next update.

Re: IceX 2.0 Editing Teaser [Re: oliver2s] #55315
07/20/07 10:06
07/20/07 10:06
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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D3D  Offline
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Joined: Apr 2006
Posts: 1,551
Netherlands
Oliver that's alright. However, maybe you can help me how to convert these two c-script lines generated by IceX 2.0 patched. I tried it with A7 c-script and it worked, but while trying the conversion to Lite-C i'd got stuck with the d3d_loadfactor. Or did you mean something else with no Lite-C support

Code:
var d3d_lodfactor[3] = 12.5, 22, 32;



Code:
if(vec_dist(my.x ,render_view.x) <= (d3d_lodfactor[1]*(render_view.clip_far/100)))



Thanks.


smile
Re: IceX 2.0 Editing Teaser [Re: D3D] #55316
07/20/07 10:11
07/20/07 10:11
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
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Joined: Aug 2002
Posts: 3,258
Mainz
Sorry, I never looked into Lite-C, I haven't any experiences with it.

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