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Re: IceX 2.0 Release Version [Re: oliver2s] #71517
04/22/06 18:19
04/22/06 18:19
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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San Francisco
Whoopie just bought it.

Clever fake windows interface within A6! Looks great, I've been waiting for this for a long time.

I found a few bugs related to the Extra version export on the IceX website.

Scaling is needed in the WMB Export feature-- my models and motion code for my game are already made for a scale about 5x larger than the default size exported by IceX 2.0.

Last edited by Jetpack_Monkey; 04/22/06 21:47.
Re: IceX 2.0 Release Version [Re: JetpackMonkey] #71518
04/22/06 20:28
04/22/06 20:28
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
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ulf  Offline
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germany, dresden
just one more question. can you define the size of the model chunks when exporting the terrain made in icex as .mdl file? thx

Re: IceX 2.0 Release Version [Re: ulf] #71519
04/22/06 20:34
04/22/06 20:34
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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Posts: 1,659
San Francisco
Edit: Oops, it looks like there is a way to scale the terrain itself, though it doesn't scale the other GS entities on the terrain in relation to the terrain.

Will it ever be possible to have more than 4 textures?

Is this an mdl limitation?

Undo would be good. I would like to be able to rotate some of the textures on certain areas, to mix up the look. And Up/Down keys to navigate vertically would be nice (or is this undocumented?)

Last edited by Jetpack_Monkey; 04/23/06 00:37.
Re: IceX 2.0 Release Version [Re: JetpackMonkey] #71520
04/22/06 23:23
04/22/06 23:23
Joined: May 2005
Posts: 199
Scotland, UK
J
JamesA Offline
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JamesA  Offline
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J

Joined: May 2005
Posts: 199
Scotland, UK
Also,
Ive only got commercial not pro edition,
I have made a model of a grille,
I put the physics on and it fell to the floor.....
Is there anyway I can take the physics off but leave the object in the same position as it fell? Might be nice for things on floor etc or crates fallen over.....
Obviously, I dont have pro so cant have more than 1 object exported with physics on.....

Re: IceX 2.0 Release Version [Re: JamesA] #71521
04/23/06 01:48
04/23/06 01:48
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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The terrain->scale feature in Ice 2.0 only goes up to "99" which is still about 1/4 the size of the level I've already got built in WED (which I wish to replace with an ice terrain).. so even at the maximum size in Ice, it's still not big enough to match.

:S

oliver can you make that number go higher?

Re: IceX 2.0 Release Version [Re: JetpackMonkey] #71522
04/23/06 09:43
04/23/06 09:43
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
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oliver2s  Offline OP
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Mainz
I can set the number higher than 99. But WED does not accept higher numbers.

Re: IceX 2.0 Release Version [Re: oliver2s] #71523
04/23/06 11:56
04/23/06 11:56
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Bielefeld, Germany
Isn't it possible to set the scale of the cells higher?
(In MED you can choose the scale of the cells AND the number of cells. The scaling in WED is an additional thing then.)

Re: IceX 2.0 Release Version [Re: Pappenheimer] #71524
04/23/06 12:12
04/23/06 12:12
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
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Mainz
Quote:

Will it ever be possible to have more than 4 textures?
Is this an mdl limitation?





No, this is a directX limitation. On your terrain you have 8 textures (4 textures, 3 blendmaps, 1 shadowmap). So it with this FFP is won't be possible.

@Pappenheimer:
Yes this is a solution. In earlier versions the cellsize was even smaller, I scale it 200%. But I can it make bigger in next update. Btw: the default scale of the terrain and the detailtextures is the normal size for the 3DGS templates (size of the guard etc...).

And here I made a buglist for bugs which will be fixed soon:
http://www.stonehill-online.de/main/bugs.txt

Re: IceX 2.0 Release Version [Re: oliver2s] #71525
04/23/06 13:41
04/23/06 13:41
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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Posts: 1,659
San Francisco
Using creative blending and dynamic lighting to adjust the colors and change the mood--I've been getting some interesting results! I will post them soon to the gallery.

The precalculated shadows-- are they only available via the sunlight? Or is there another way to add lighting other than dynamic?

I've noticed in MED that the layout of the cells looks different than in IceX 2.0, this must have something to do with origins? Is it at all possible to make it look level in MED, or is this simply the way it must be?

I really like it, nice work. By the way, how DID you implement that windows GUI interface within GS? Did you write that yourself, or is there a DLL / code library somebody wrote? It's a nice change from the usual clunky A6 homemade interface.

mfg
La Monkee di Jetto

Re: IceX 2.0 Release Version [Re: JetpackMonkey] #71526
04/23/06 14:16
04/23/06 14:16
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
Precalculated shadows only avaiable with sunlight. I don't know why it looks different in MED than in IceX2, but I noticed it too.
The GUI is simply build with 3DGS panels. The GUI is fully made of pictures.

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