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SylvainTV
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« Reply #100 on: November 03, 2009, 08:05:25 PM » |
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Yes I cant reproduce your package bug here :p You will have to give me more info about this problem.
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Gamecode
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« Reply #101 on: November 04, 2009, 01:52:08 AM » |
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this error found i, and pizzayoyo must repair it 
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aiR Captains - RC aircraft project TV65
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SylvainTV
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« Reply #102 on: November 04, 2009, 06:26:51 PM » |
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Fixed package bug finally
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pizzayoyo
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« Reply #103 on: November 04, 2009, 11:50:41 PM » |
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Great, thanks! I'll update the latest version with the fixed DLL tomorrow for everyone that's waiting on it.
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Gamecode
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« Reply #104 on: November 05, 2009, 02:13:02 AM » |
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Great, thanks! I'll update the latest version with the fixed DLL tomorrow for everyone that's waiting on it.
GREAT !!!
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aiR Captains - RC aircraft project TV65
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pizzayoyo
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« Reply #105 on: November 05, 2009, 05:56:22 PM » |
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I just released the update with a new TV dll that fixes the package problem.
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Aki
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« Reply #106 on: November 11, 2009, 10:15:21 AM » |
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Wow, I just tried this out, and am very impressed. The node/path system is great. However, I see there's no support for custom shaders, which is unfortunate  . If you ever add the ability to apply your own shaders to everything, I'd buy this in a second. Oh, and maybe some sort of encryption.
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pizzayoyo
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« Reply #107 on: November 11, 2009, 05:59:44 PM » |
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Hey, thanks for the compliments! Encryption is actually already supported. Just go to File - Save Encrypted PXM. As for custom shaders, a lot of the time they require custom render surfaces and rendering and I can't really make that generic enough to work for all shaders. It's possible that I could add support for shaders that just require some SetEffectParam calls in the future, though.
That's part of why I added Custom Properties. You can add a property to an object (for example, "Shader") that would specify what custom shader you want to apply. Then, your project could have a parsing method that went through each object with a Shader property and set the shader onto it.
Another solution, if you would also like to view the shaders realtime and change their parameters in the editor, would be to create a Shader Manager plug-in that could set shaders to objects using the built in plug-in architecture.
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Aki
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« Reply #108 on: November 12, 2009, 04:25:21 PM » |
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Nice! Order placed. I see the foreach loop too, and that'll work just as well.
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Miranu
Community Member

Posts: 12
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« Reply #109 on: December 16, 2009, 05:12:49 AM » |
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please resurect your download links to this editor, cause i want download it and try it
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pizzayoyo
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« Reply #110 on: December 16, 2009, 01:07:11 PM » |
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Hey sorry the link was pointing to the wrong file. I updated my signature and the original post with the correct link.
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Gamecode
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« Reply #111 on: December 16, 2009, 02:02:21 PM » |
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hi,what is new in D version ?
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aiR Captains - RC aircraft project TV65
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Mixael
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« Reply #112 on: December 16, 2009, 03:18:17 PM » |
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Pizzayoyo, I got the download, but tried going to the site and it says temporarily down. I can't remember the pricing, etc on this, nor how to order. (Yeah, I said I was gonna get it a long time ago, and yeah, I then said I was quitting TV3D, but I'm back.) Is there any way to use it for "learning" without having to buy it?  Kidding! But I would like to be able to find out how much it is and a way to purchase (soon as I can). Michael
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A bug is a feature that didn't make it into the manual.
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pizzayoyo
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« Reply #113 on: December 16, 2009, 06:36:53 PM » |
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Hey michael, nice to hear from you again! Haha, it still costs $60. The purchasing instructions and download links are on the first post in this thread.
Oh and Gamecode, there are just some minor fixes in that version.
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Mixael
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« Reply #114 on: December 16, 2009, 08:42:48 PM » |
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Thanks!
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A bug is a feature that didn't make it into the manual.
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bloomk
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« Reply #115 on: January 14, 2010, 10:22:54 PM » |
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i am thinking about trying this editor, have a few questions..
1) Does the editor have a website? 2) Does it have the ability to have maps that have quality settings (IE ability to leave out models, load low res and high res textures based on user settings,etc) 3) does the map have the ability to use textures/objects loaded elsewhere in tv? so you can cache objects for faster loading.
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pizzayoyo
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« Reply #116 on: January 14, 2010, 10:29:16 PM » |
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Hey, thanks for your interest..
The website is currently down. LOD settings like you described are not currently supported, though you could implement such as system using the Custom Properties feature on each object. And that cache feature is not currently supported, though you could definitely add your own cached objects into the scene after loading a PXM map, but you would have to know where to place them.
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bloomk
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« Reply #117 on: January 14, 2010, 10:34:33 PM » |
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i assume there is a dll that you use to load the maps? so you would load the map (the dll will load all the objects in the map file) and then you would go back and adjust the objects already loaded?
also, are the objects actually inside the map file that your editor creates? if so i assume you can't share objects accross maps? My game is a race game and maps would be race tracks, and 50-60% of each race track is the same across tracks. Would like to save space somehow.. is that possible?
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pizzayoyo
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« Reply #118 on: January 14, 2010, 10:41:49 PM » |
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Yes, there is a DLL that loads maps into your TrueVision projects. You have full access to all of these objects through the Map data structure to make whatever changes you want. And yeah, the actual textures and models and stuff are actually in the map files, so it would be difficult to share them. It's a planned feature, but development is currently slowed down due to school and I don't want to promise features that I might not get around to adding 
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bloomk
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« Reply #119 on: January 14, 2010, 10:52:05 PM » |
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can you buy the source code to the map loading code? if so i could make changes as needed so that it would work in my environment.. i really like the editor but would need a bit more power/control on how objects are loaded..
would also be good if you could export a file that only has the info on what objects go where (that does not include the actual objects) so that you could load the map objects yourself (and therby use any existing caching system the developer may want to use/create. This would also allow sharing of objects accross maps..
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