subdrag | 07 February, 2012 00:20
Added a clone tri feature which just adds a triangle in room positions mode +5,+5,+5, for manual vertice editing. I added a way to import new u,vs for the characters, since due to merging we can't import all new models. I've only been able to figure out how to do it in blender, and it's one character part at a time in edit model tools, but basically, export obj in edit model using original vertices button now, import obj into blender (and make sure you check preserve vertex order when importing), do your texture changes, do *not* add any triangles or move any points, then output obj, and choose original vertices. Now Convert u,vs from obj using edit models and it should work. Fixed up a bug when using type 0x21 objective, the deposit in room, in Perfect Dark.
subdrag | 05 February, 2012 23:25
To augment triangle tools, added Move Triangle to Room (and pick room), it might be useful at some point. Can't move too many or it might crash.
subdrag | 30 January, 2012 00:36
You can add a triangle (connect 3 points) by holding Control-I and click three points in room positions mode. It's very experimental so I wouldn't use it often, but maybe you can cleanup a model you already imported and shaded and don't want to export again.
subdrag | 28 January, 2012 13:44
Added a way to filter by primary, secondary, or both room data showing (so for selection, can shade easier), and also fixed an issue whereby a material file with a last blank line could cause crashing on import.
subdrag | 26 January, 2012 23:47
Already added create a door from portal, now added create 2x linked doors from portal. Also added ability to delete triangle in room positions mode and swap triangles one by one between primary and secondary.
subdrag | 13 January, 2012 14:47
I found a way to support odd-sized images for 8-bit and 4-bit paletted color images. Now you can use any width, not just multiples of 4 or 8 as before. The greyscale type however, must be aligned to 8s.
subdrag | 01 January, 2012 21:20
I've added some improvements to the Edit Model tool. You can now select a part, and click Edit in Visual Window to very quickly shade it in the visual editor, then click Import from Visual Window when done. Also can be done at the whole model level.
Another change is the light source is now done by holding S and clicking in Brush mode in Room Positions. You can change the light source parameters by right clicking and choosing Set Light Source to set parameters.
subdrag | 17 December, 2011 22:39
subdrag | 13 December, 2011 21:37
Added a screen editor on the Fonts page, all from Zoinkity's work (all credit him), to support changing the way screen digits work. For example, change color, zoom, rotate, etc.
subdrag | 13 December, 2011 18:16
I primarily made this for Goldfinger for GE and GoldenEye:X for PD.
If you add to levelmacros.ini for your project these 3 lines:
itemsNames=C:\temp\GFObjectOverrides.txt
guardsNames=C:\temp\GFCharacterOverrides.txt
weaponsSlotNames=C:\temp\GFGunOverrides.txt
and they point to either a file in the main editor folder or an absolute path, it will override with your names.
The file's formats are:
[Digit in hex - unsigned short] [label]
For example:
0003 oddjobhat
0012 goldenmagnum
002F homer
0030 minihomer
The goldfinger latest versions are available on the Goldfinger page under Text Overrides Files on bottom.
subdrag | 09 December, 2011 23:16
Fixed a bug on midi import where if an offset used 0xFE it would be output wrong and crash ingame, and also improved importing to use repeaters and thus change max import size of midis from 8 Kb to about 13 Kb.
subdrag | 07 December, 2011 21:53
There has been some mention of PD converting images into ROM not working - think I found out why. Give it a whirl. Also, I've learned a bit more about how displaylists work now, so here are my findings:
A) Color images have max 0xFF (255) not 0x100 (256) colors in GE.
B) Draw order matters - what you draw last should be the outsides of your model whether transparent or not.
C) All alpha must be secondaries
D) All transparency should be secondary if it protrudes from your solid parts, otherwise it won't show right.
subdrag | 04 December, 2011 21:48
Think I got top flag finally work, required a different draw command (B9). In beta to test. So you can put on decals like Rare.
subdrag | 04 December, 2011 09:30
Backups folder
subdrag | 04 December, 2011 00:25
Added to Replace Textures menu in room positions mode ability to set cull mode, as well as env mapping. Env mapping is used on glass. For cull mode, uncheck back and front to cull both directions. Check back for most normal circumstances. It still needs more testing though. Export obj's should now reflect those properties too.
Use CullBoth in part of material name to cull both sides, Transparent to make transparent (if not done through texture), EnvMapping to make glass.
Added in object mode, if you select two path presets and right click and can remove connection, or right click on one path preset and remove it as a path preset entirely and all its connections.
Some various fixes, but mainly related to last couple days and ability to replace only one triangle texture.
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