SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-26-12, 01:16 PM | #1096 |
Captain
Join Date: May 2011
Posts: 489
Downloads: 106
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The speed at which you guys are making progress is astonishing! Keep it up, it's so exciting!
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03-26-12, 01:27 PM | #1097 | |
Black Magic
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03-26-12, 01:55 PM | #1098 | |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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03-26-12, 02:04 PM | #1099 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
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Merci TDW
__________________
~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
03-27-12, 06:26 PM | #1100 |
Black Magic
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Under the Rendering tab's Selected box added a new box: Solid. Moved the Color button to this and added a new checkbox: Texture. When checked and you have a mesh selected this will render the mesh using it's defined texture instead of the selected color.
Under the Meshes tab added a new box: Reference axis. Included in this new box is Show, Scale, and Opacity. When show is checked the mesh's reference axis will be rendered when it's selected. Scale controls the size of it's reference axis and opacity controls the opacity (visibility) of it's reference axis. A scale value of 122 will render the reference axis at the size you currently know. test version 1.1.144.1 available here: http://www.mediafire.com/?1d0z6zvetq1al3d Still looking into things BIGREG suggested and Vanilla suggested. Still haven't added the ability to change a material's map. Will be working on this now. |
03-28-12, 10:15 PM | #1101 |
Black Magic
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Revised Import/Export:
You now decide what you want exported and imported. One stipulation on importing: the OBJ file must contain vertex, texture, and normal data. Though you may not want to import all this data the file has to contain it. Still using my first importer I wrote. That means the number of vertices to import must equal the current mesh's number of vertices. Number of subsets must also equal current mesh's number of subsets. test version 1.1.145.1 available here: http://www.mediafire.com/?uzqdon600s0av4b NOTE: STILL IN ALPHA STATE! |
03-29-12, 05:21 AM | #1102 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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03-30-12, 03:35 PM | #1103 |
Black Magic
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Fixed probem of app sometimes reporting incorrect materials or textures being modified when modifying a material/texture
Added ability to change a material's map. If the material has >= 1 map then right clicking Usage: x will allow you to change the map test version 1.1.147.1. available here: http://www.mediafire.com/?5o5ns5adc54u2nl NOTE: STILL IN ALPHA STATE! |
03-30-12, 04:02 PM | #1104 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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Hi TDW
Your are to fast for me ! I have just try your new (old) version 1.1.145.1 just ,i have error with the vertices number (vertice x 2) when importating in editor i get try to see in 3DSMax ,how to know the number of vertices,when i export in .Obj format I try in same time your new version 1.1.147.1
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
03-30-12, 06:53 PM | #1105 |
Black Magic
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Let's recap where we are currently with this app:
- ability to add new bones: check - ability to add new textures: check - ability to add new materials: check - ability to change a material's texture: check - ability to change a material's map: check (for those who already have 1 or more maps - for those with no maps has yet to be coded) - ability to add new meshes: next to do When I code the ability to add new meshes it will also enable us to change existing vertex data and be able to clone existing meshes. I start working on this this weekend First is to finish up Vanilla's ideas regarding waypoints |
03-31-12, 08:34 AM | #1106 |
Planesman
Join Date: Sep 2007
Posts: 192
Downloads: 35
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thats great.
Bring on submarine interior designers. We have empty boring subs to make more lively TDW you are my favourite brain. Thanks to you i am gonna install SH5 back very soon. Thank you for your hard work. A true hero |
03-31-12, 08:48 AM | #1107 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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I will mess/test the map issues asap and will post feedbacks.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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03-31-12, 09:08 AM | #1108 | |
Mate
Join Date: Nov 2011
Posts: 53
Downloads: 4
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Great work! Work with other type of GR2 files: later version |
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04-03-12, 03:21 PM | #1109 |
Lieutenant
Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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Made two machinists run to the bows when crash dive command is given. It is not perfect there are some glitches but it is something!
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04-04-12, 03:58 PM | #1110 | |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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TDW, two quick questions! 1. Can I change items ID number with the editor? Would be really useful. 2. Can I delete entries with the editor? Thanks |
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