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pizzayoyo
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« Reply #20 on: July 29, 2009, 09:29:36 PM » |
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The next update is out (Version 1.24)! The link to the download has been updated. New features include:
- By default, PXME will now ask you whether to use existing texture or create a new one when it is loading a texture with the same filename as another. A default answer can be set in the Options dialog. - It only asks "Load textures from model?" if you have chosen the same filename as before. - Camera speed control on Toolbar - Alphabetized object lists - WASDEQ keys for object manipulation while holding SHIFT and not using camera
I'm now going to start work on the next major update, 1.3. This version will include BSP-editor-like features such as multiple views (Perspective, Top, Left, ect...), a dynamic grid that expands itself as you move and lets you increase/decrease resolution, being able to drag objects in the 2D views and have them snap to the grid as you move them, as well as more powerful primitive creation. For the primitives, you will be able to drag them out in the 2D views and hit enter to create them. I also plan to allow you to use the grid in perspective mode to create primities, like in 3DS Max.
This has been asked for a few times in the past and I really think it could bring PXME to a new level. Comments or suggestions?
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trekdude2007
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« Reply #22 on: August 02, 2009, 01:31:37 AM » |
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Pizza
If I use 1.2 with the MTV3D65.dll that comes with the download it doesnt load but crashes straight away. If I use an older MTV3D65.dll dated back in 2007 then it opens.
Any quick thoughts?
TD
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pizzayoyo
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« Reply #23 on: August 02, 2009, 01:36:07 AM » |
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One thing that comes to mind is that the latest MTV3D65.dll uses some newer d3dx9_xx dlls that maybe you don't have. See if you can get those. The latest one that I have is 41, but I think you might need 35 as well.
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trekdude2007
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« Reply #24 on: August 02, 2009, 01:55:33 AM » |
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Thankyou all is working well.
TD
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trekdude2007
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« Reply #25 on: August 02, 2009, 04:42:24 AM » |
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Pizza
Is there still a "flatten terrain" function? The 1.1 had it i can't seem to find it with 1.2.
Not the "Flatten All" option but using the radius cursor.
TD
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« Last Edit: August 02, 2009, 04:46:20 AM by trekdude2007 »
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pizzayoyo
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« Reply #26 on: August 02, 2009, 02:17:57 PM » |
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Yes, seems like I forgot to add that in. I'll get right to it. Do you think it would be usefull to be able to flatten a square shape as well as a circle?
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MoonWolf
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« Reply #27 on: August 02, 2009, 04:13:17 PM » |
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Wow! I have been gone for a week and when i come back i see pictures that makes me wounder if its the same editor. I guess this new thing can come in handy a lot  I realy look forward to 1.3 
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pizzayoyo
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« Reply #28 on: August 02, 2009, 09:24:56 PM » |
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Thanks for the compliments MoonWolf, I'm really glad you like it!
I'm almost done with the Multi-View part of the program now, I just have to finish the object manipulation for the 2D views. I've already added being able to click an object and drag it, where it only moves in the dimensions of the view you are in. I just need to finish the scaling/rotation of objects in the 2D Views.
And then next up will be the dynamic grid. It will expand itself as you move around, and buttons in the toolbar will let you increase / decrease its resolution. You will also be able to have your objects snap to the grid as you move them (for the 2d views).
I'm thinking that once I'm done with those things, I'll go ahead and release 1.3. Then I will add the enhanced primitive creation into 1.4.
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trekdude2007
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« Reply #29 on: August 03, 2009, 04:20:15 PM » |
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Yes, seems like I forgot to add that in. I'll get right to it. Do you think it would be usefull to be able to flatten a square shape as well as a circle?
Yes a square option would be very good. Actually what would be great would be a trench digger that would dig an even trench into the terrain where you can set a set width and depth and can slot road meshes with kerb and gutters into or dynamically build a road mesh alongs the terrain height points. Please Please Please Thanks TD
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« Last Edit: August 03, 2009, 04:31:29 PM by trekdude2007 »
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Gamecode
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« Reply #30 on: August 04, 2009, 12:21:39 PM » |
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hi. planetX map editor is great ! i use it for my game air captains, recreate my map in this editor (and buy it  ) but one question : how to make this : 1) generate lightmap from my map in planetX ? 2) ho to add wind to one object (no for vegetation,bud one static mesh ?) 3) can make with vegetation forest ? (maybe yes,but trees dont stant UP ,bud fit to land angle :-/)
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aiR Captains - RC aircraft project TV65
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pizzayoyo
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« Reply #31 on: August 04, 2009, 02:38:59 PM » |
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Thanks for the compliments GameCode!
1. Terrain Lightmapping is not currently supported, but Lightmapping is the next feature I'll be adding. I may even have Mesh lightmapping as well. For now you can use a real-time solution (like shadowmapping) in your project, or if you already have code for lightmapping you could easily make a plug-in for it. 2. Wind is just a shader for basic vegetation meshes, if you want wind on trees for example you could write your own shader for that or use an animated actor. 3. That's a good point, I'll add the option to make the vegetation straight up regardless of the terrain slope below. I can have this done for an update today or tomorow.
Let me know if you have any more questions.
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Gamecode
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« Reply #32 on: August 04, 2009, 03:41:51 PM » |
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great.
and exist documentation ?
how to : i create in editor mesh,set name,other properites,and some custom item.
how to load in "game" getmesh(name).customproperites(0) ? or something like this . simply how to connect to object in game ?
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aiR Captains - RC aircraft project TV65
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pizzayoyo
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« Reply #33 on: August 04, 2009, 06:24:12 PM » |
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There isn't really any documentation, sadly, but its one of the things I'm planning to work on when I get the chance.
Look at either the C# or Vb.Net sample project for loading a level. In those projects, here's how you access an object:
Map.Meshes("Name") --> This is a class with all of the properties you entered Map.Meshes("Name").TVObj --> This is the TVMesh for your object Map.Meshes("Name").CustomProperties("MyProp").Value --> The value you entered for property MyProp
It works the same for other object types too, just instead of Map.Meshes, you would do Map.Terrain, Map.Actors, Map.Water, ect...
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pizzayoyo
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« Reply #34 on: August 04, 2009, 11:04:17 PM » |
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Gamecode
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« Reply #35 on: August 05, 2009, 01:32:22 AM » |
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ahh :-D i am blind. good,realy good ... next question : can added more details ? no only one ? i have in old editor 32 details. one detail for sand,one detail for road.
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aiR Captains - RC aircraft project TV65
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pizzayoyo
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« Reply #36 on: August 05, 2009, 07:26:33 AM » |
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I meant that I just posted that wiki article just now, and it's the first one. You didn't miss anything lol. What do you mean by details? Terrain detail textures? As far as I know truevision only supports one per terrain. Unless you mean splatting textures in which case you can use up to 4 per terrain.
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« Reply #37 on: August 05, 2009, 11:36:03 AM » |
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I meant that I just posted that wiki article just now, and it's the first one. You didn't miss anything lol. What do you mean by details? Terrain detail textures? As far as I know truevision only supports one per terrain. Unless you mean splatting textures in which case you can use up to 4 per terrain.
only one ? i have in old version of my editor land : Land.SetDetailTexture GetTex("detail1"), a bud if i have Land.GenerateTerrain App.path & "\..\files\maps\data\" & mapaname & "\land.bmp", TV_PRECISION_LOW, 32, 32, 0, 0, 0, True and now in planetX have land 4*4 chunk ?? old map is 32*32 and in planetX only 4*4 ?
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pizzayoyo
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« Reply #38 on: August 05, 2009, 12:27:40 PM » |
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Are you saying that you want to be able to put a detail texture on each chunk of the terrain? If so, per-chunk texturing is not currently supported in PXME.
However it is possible to create a 32x32 chunk terrain. Just change the ChunksX and ChunksZ property of your terrain. The default terrain size is 1x1.
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Gamecode
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« Reply #39 on: August 05, 2009, 12:55:11 PM » |
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Are you saying that you want to be able to put a detail texture on each chunk of the terrain? If so, per-chunk texturing is not currently supported in PXME.
However it is possible to create a 32x32 chunk terrain. Just change the ChunksX and ChunksZ property of your terrain. The default terrain size is 1x1.
ok. from my team members : PlanetX editor is AMAZING  thanks ... btw. can u add trees vegetation (vertical position)? again : planetX is great 
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