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pizzayoyo
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« Reply #80 on: September 05, 2009, 01:00:25 AM » |
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Nice to see you're still around anwserman! Collision detection would be done in your project rather than in the editor itself. After loading your map with the PXM Loader, you would go through all of the meshes in the Map.Meshes data structure using a for each and create a StaticMeshBody using the physics system in TV.
Then you could have a Capsule that you move around with physics to control your player position. Lyrical is selling an implementation of a physics-based character controller in TV, and I believe it is still somewhere on the forums.
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trekdude2007
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« Reply #81 on: September 06, 2009, 11:45:07 PM » |
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Hi Pizzayoyo
Just a quick question. If I load lots of meshes into the editor which auto loads the textures as well. If I delete the mesh, do the related textures get deleted as well? It appears to me that they stay in and I would have to manually delete them
Thanks for continuing to work on PX by the way.
TD
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pizzayoyo
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« Reply #82 on: September 07, 2009, 10:13:44 AM » |
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The editor does not currently delete textures associated with a mesh when you delete a mesh. This is because the textures could be in use by some other object. However if you click Tools - Hole Report, then you can see which textures are not being used by any objects. I will add an option to delete these orphaned textures soon.
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pizzayoyo
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« Reply #83 on: September 11, 2009, 02:35:28 PM » |
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I'm still working on 1.3, but since there is still a lot more to complete, I've decided to do the release in three stages:
Beta 1: Includes the new view types, which includes moving / scaling / rotating objects without widgets in the 2D views. Works similar to bsp editors like Hammer. I am now finishing the new 2d scaling and about to start rotation.
Beta 2: The new mesh painting tool that allows you to paint meshes onto a surface, with the option to align them to that surface.
Beta 3: Includes the new grid system, that adds and removes regions as the camera moves around. Also includes changing the grid resolution and snap-to-grid for 2d moving.
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pizzayoyo
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« Reply #85 on: September 13, 2009, 03:11:52 PM » |
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Yeah, that feature will be for the 1.4 release.
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anwserman
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« Reply #87 on: September 16, 2009, 01:14:15 AM » |
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Hey Pizzayoyo, Are there animated textures? 
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Temp sig, this is a temp sig. 
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pizzayoyo
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« Reply #88 on: September 16, 2009, 12:51:13 PM » |
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You mean texture cycles? I didn't know TV still supported those. But no, they aren't supported in PXME anyway. You could always mark an object as needing an animated texture using it's Custom Properties and then after loading your project apply the animated texture to the objects with that Custom Property set.
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anwserman
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« Reply #89 on: September 16, 2009, 07:34:10 PM » |
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Fair enough  Thank you pizzayoyo. Getting really excited to start developing stuff again!
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Temp sig, this is a temp sig. 
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vivendi
Community Member

Posts: 53
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« Reply #90 on: October 04, 2009, 12:42:55 PM » |
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Any idea why i'm getting the following error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. At Loader.RenderAll() in my RenderLoop?? Any idea what might be causing this? And why do i have black areas in my scene?? 
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« Last Edit: October 04, 2009, 12:53:46 PM by vivendi »
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pizzayoyo
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« Reply #91 on: October 04, 2009, 12:58:13 PM » |
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kfrench16
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« Reply #92 on: October 07, 2009, 07:47:47 PM » |
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Just downloaded your editor. I am trying to paint on the terrain. I believe it is selected since the property grid has the terrain's property listing. I've selected a texture for layer 1. I have selected layer 1 to paint on. But, nothing happens when I paint holding down the left mouse button.
I didn't have any troubles with sculpting nor placing vegetation. I figure I am overlooking something.
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I tried snorting Coke....but the damn, icecubes kept getting in the way!
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pizzayoyo
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« Reply #93 on: October 07, 2009, 09:21:58 PM » |
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Make sure that the Terrain's TextureMode property is set to Splatting, not BaseAndDetail. This is probably the cause of the problem.
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kfrench16
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« Reply #94 on: October 08, 2009, 07:19:06 AM » |
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Ah Ha! It is set to BaseAndDetail. I'll give it another whirl tonight after work. Thanks.
Yep, that was it. I can paint on the terrains now. Very nice program with what I played around with thus far. I could never get the texture painting down in my editor after scaling up a terrain.
One request if you are still working on this: any chance to get a terrain seaming utility? I had 4 terrains I was working on. I was rather impressed with neighboring terrains being affected by the terrain sculpting tool keeping the seams together. However, when I ran the smoothing tool along a seam, it split apart.
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« Last Edit: October 09, 2009, 07:18:48 AM by kfrench16 »
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I tried snorting Coke....but the damn, icecubes kept getting in the way!
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pizzayoyo
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« Reply #95 on: October 11, 2009, 04:16:24 PM » |
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Nice to hear that you got it working! And thanks, I'm glad you like it. It wasn't too hard to get the raise/lower tool to work cross-terrain, but I guess I messed up on the smooth one. I'll try to fix that for the next update, or just add in a landscape seaming tool.
Also, I just released an update (1.28b) that fixes a problem where instances would be created in TV with their parent's scale rather than their own. This problem affected the loaders too, so I updated those too.
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pizzayoyo
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« Reply #96 on: October 28, 2009, 08:18:39 PM » |
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Hey everyone. I'm still making progress on 1.3, and I'm also working on an update that fixes a problem with saving painted textures in maps with many terrains. Progress has just slowed down a little due to school.
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pizzayoyo
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« Reply #97 on: November 01, 2009, 07:03:04 PM » |
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PXME version 1.29 has now been released. This update fixes a problem with splatting textures not being saved correctly, and now terrains will not be black if you have not started painting on them yet in splatting mode. This version is also updated to work with the latest TV release. Now back to work on finishing the first part of the 1.3 release 
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webwing
Community Member

Posts: 7
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« Reply #98 on: November 03, 2009, 04:06:47 PM » |
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Wow, great editor!
I downloaded the demo. Is there a manual or tutorial around?
Thanks!
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pizzayoyo
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« Reply #99 on: November 03, 2009, 07:50:40 PM » |
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Thanks! There really isn't a manual for it yet. I've started work on a small wiki that you can find here though: www.v16entertainment.com/wikiAlso, there is a problem with saving in the latest version. For some reason my TVPackages aren't being exported correctly. I'm investigating the problem, but for now please stick to using Version 1.28 which you can download here: www.v16entertainment.com/px/PXMEv128.rar
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