Built in wmo and m2 adding? I like that
Built in wmo and m2 adding? I like that
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"If I and everyone else could contribute to MMOwned like you do it would be a terrific place." Don't PM me with request, only Questions
Yes, that will come after the terrain. Just need to do it a bit better than in the openGL-version (MCRF more precise and stuff like that).
If you keep facing problems with download don't hesitate to write me a PM and i'll send ya a link with the download.
I actually planed to make a new-years-release, but alcohol and silvester interfered with that intention. Texturing is done pretty good, all i need atm is to find a fast way to arrange all textures.
well, ok, then, just write an answer to this and then you can :P
Cant you see the downloadlink (which is actually not hidden) or just not the password?
Great work.
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Nice work Cromon
What i dont understand is why do you implement again a gui in 3d. Why not a real gui you start also in you gl version?
Well, one of the biggest problems with that is how to arrange the space. It looks crappy if you place controls on the place where you render to (that makes ugly borders and so on) and if you place'em in a seperate location you have a huge window with only a small renderview because everything has to be orthogonal. The other problem is that all the focus-things are very anoying to handle so that always the right control/window gets the messages. Its actually pretty the same effort to do the UI in an external API or directly in the 3D-environment. So i decided to stay in the wowtheme with the UI and choose the 3D-way.
Cromon,
Love the work you've done and the editor is great. It crashes sometimes but it's the only editor I can get working for me. I am very anxiously waiting for the next release with all the new features you've mentioned!
So, finally began with the texturing of the terrain! I think ive found a pretty nice algorithm to perform these actions. In the following video you can see it in action. It does not add another texture, its just manipulating the alphavalues of the second and third layer (because i just want to test the calculations). Have a look on the road on the bottom of the picture to see how smooth it gets interpolated to the end of the circle. Also dont bother about the sharp lines at the tiles. This is just because not every tile has the same textures on layer 2 and 3 and because im only editing these two this may result at the ends of a tile
[ame=http://www.youtube.com/watch?v=WUBmlI5Oayc]YouTube - YiasEdit DX Texturing[/ame]
Great work Cromon!
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When do you see a tentative release date coming? Can't wait.
Well, i plan to make a first release next week, but ofc that depends on how fast i get the texturing working. At the moment im assembling the UI and the basic steering of it. Thats how it looks at the moment:
Its actually pretty simple: If you select "Layer 1" it will always overwrite the lowest layer with your texture. If you select "Layer 2" it will choose the second layer and overwrite it always, .... If you select only "Free Layer" it will overwrite no layer but will add your texture (if it is not already there) to the first free layer. If there is no free layer on the tile nothing is done.
In addition you can chosse "Free Layer" and combine it with one of the 4 other layers. For example if you select "Free Layer" and "Layer 2" it will behave as following:
If there is a free layer on the tile the texture gets added to the free layer. If not, layer 2 gets overwritten.