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Re: IceX 2.0 Release Version
[Re: Berliner2]
#71567
05/04/06 17:28
05/04/06 17:28
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile
3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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Ok es funzt fragt aber nicht wieso auf einmal ^^ habe selbst keine Ahnung
cu Angel
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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Re: IceX 2.0 Release Version
[Re: Gordon_Shumway]
#71569
05/05/06 18:41
05/05/06 18:41
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile
3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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Also ich denke mal es liegt nicht am IE da ich nur einen drauf habe und kein Firefox und kein Openoffice etc. einfach nur windows ^^
cu Angel
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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Re: IceX 2.0 Release Version
[Re: rvL_eXile]
#71570
05/12/06 16:16
05/12/06 16:16
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Joined: Dec 2004
Posts: 32 England
AndyH
Newbie
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Newbie
Joined: Dec 2004
Posts: 32
England
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I recently purchased this program and it has awesome potential The problem is it really does not work very well. If you export the level created by IceX 2.0 to 3DGS then the terrain is all broken up, the height of all the terrain tiles is totally messed up. This even applies to the test level you can download, not sure what testing this program went through .. but it must have been pretty minimal. Also I cannot place buildings ('level dateien (*.wmb))' on my terrain, the program just crashes when you try to paste the building into the level. I think an update is forthcoming, but I recommend that you do not buy this program until you read here that it is functional! Andy
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Re: IceX 2.0 Release Version
[Re: AndyH]
#71571
05/12/06 17:34
05/12/06 17:34
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Does it mess up the terrain tiles, when you form the terrain only with brushes, too?
As far as I tested it, IceX2.0 only messes them up, if you use the heightmap generator.
And, yes, it doesn't work with level entities, only sprites and models for now.
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Re: IceX 2.0 Release Version
[Re: oliver2s]
#71576
05/13/06 11:56
05/13/06 11:56
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Quote:
I found the bug with the wrong high. Following workaround should work till the update: Delete the following line in the icx_terrain action in the exported script:
Quote:
my.z = my.min_z;
This works, as far I tested it now, only for terrain properly. Within a tiled model-terrain there are still gaps.
Possible reason: the terrains have, without exeption, a common NULL-bottom. The models don't.
A solution: add a vertex to each model prototyp at the origin which can't be effected by the modifications within IceX2.0. But, I don't know wether this could effect the collion of the models.
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