3DMEditor2 alpha5 for windows

title is self explanatory / le titre est explicite non ?
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3DMEditor2 alpha5 for windows

Post by zuzuf » Mon Aug 03, 2009 8:26 pm

with full support for default animation

ftp://downloads.ta3d.org/binaries/windows/dev/0.6/
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Re: 3DMEditor2 alpha5 for windows

Post by Balthazar » Tue Aug 04, 2009 6:03 am

Yep :P Awesome as always :P

Updating :P

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Re: 3DMEditor2 alpha5 for windows

Post by zuzuf » Tue Aug 04, 2009 7:41 am

Tonight I planned to work on Lua scripting integration :)
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Re: 3DMEditor2 alpha5 for windows

Post by Balthazar » Tue Aug 04, 2009 7:53 am

That`s will be a kickass :P

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Re: 3DMEditor2 alpha5 for windows

Post by Balthazar » Tue Aug 04, 2009 8:10 am

And a two more suggestions for the next version:

1. It would be nice if texture viewing window (middle-right) have height something like 1/3 of main window height or it can resize automatically when new model is loaded. Now it have a very small height and I have to resize it every time i run the 3DMeditor.

2. It would be nice to add "recent" section in File menu and save windows size on exit.

Since you improve 3DMeditor faster than i can think, I`ll wait a little before creating html doc section :PPP

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Re: 3DMEditor2 alpha5 for windows

Post by zuzuf » Tue Aug 04, 2009 10:01 am

I'd like to add some save/restore settings mechanism, it's partly implemented (only for a few GUI parameters), it would be great to set your GUI the way you like it and have it restored when you restart 3DMEditor2 :)
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Re: 3DMEditor2 alpha5 for windows

Post by Balthazar » Tue Aug 04, 2009 11:42 am

Well, there are not many ways the one really NEED to change the GUI. Only the size of windows and the docking order.

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Re: 3DMEditor2 alpha5 for windows

Post by zuzuf » Tue Aug 04, 2009 12:00 pm

and their relative position if you don't like to have all the windows docked :P
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Re: 3DMEditor2 alpha5 for windows

Post by Balthazar » Wed Aug 05, 2009 7:21 pm

I`m following your progress with 3DMeditor in trac. I must say that you are really genius :P Making such a huge changes in such a small time :P I`m really glad that I`m helping you with all this stuff that i can do :)

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Re: 3DMEditor2 alpha5 for windows

Post by zuzuf » Wed Aug 05, 2009 8:19 pm

Maybe tomorrow we'll have a working Lua integration :).
Currently it can load a Lua script without errors (which means the basic functions required to do it are loaded correctly), now it still lacks a few buttons to start/stop the Lua thread and a few non critical stuffs (like the list of all available function prototypes, an integrated Lua shell for debugging, some doc, etc...).
So until now I couldn't test much. I am going to have diner, after diner I may work again on it, if I am not too asleep :)
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Re: 3DMEditor2 alpha5 for windows

Post by zuzuf » Thu Aug 06, 2009 7:49 pm

it's working \o/

GUI is not perfect, yet several things are laking, but it works :). Expect a new package soon :D
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Re: 3DMEditor2 alpha5 for windows

Post by zuzuf » Thu Aug 06, 2009 10:33 pm

hum, I've spent some time trying to build the thing on windows ... very unsuccessful :(
It seems that linking to Lua which has been built by an other version of mingw doesn't work :evil: so I'll have to do things in a nicer way and add Lua to 3DMEditor2's build process ...
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Re: 3DMEditor2 alpha5 for windows

Post by milipili » Thu Aug 06, 2009 11:46 pm

The build of lua should be given to a target to cmake, like any other static library. Then you could use it with qmake if you like.
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Re: 3DMEditor2 alpha5 for windows

Post by zuzuf » Fri Aug 07, 2009 8:13 am

yeah, but I think it should be included with 3DMEditor2 too (or at least built by qmake, so Lua could be built with cmake and qmake from the same folder), because QtCreator usually has its own mingw32 on windows, and it may not be fully compatible with the one we build TA3D. Also you shouldn't have to build TA3D to have 3DMEditor2 working.
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Re: 3DMEditor2 alpha5 for windows

Post by Balthazar » Thu Nov 19, 2009 9:28 am

Did support for 3do models in 3DMEditor 2 planned? And there are some problems with reflection texturing for static objects, they doesn`t affected by reflections.

A question - should I have any texture mapped before applying reflection texturing or it is independent?

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Re: 3DMEditor2 alpha5 for windows

Post by zuzuf » Thu Nov 19, 2009 9:45 am

reflection texture only depends on normals so if you have your UV coordinates or at least your model split correctly then normals won't change and you'll get the same autogenerated coordinates with reflection texture.
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Re: 3DMEditor2 alpha5 for windows

Post by Balthazar » Thu Nov 19, 2009 9:56 am

How can I set the reflection to all of the surface? Just set the Reflection box?

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Re: 3DMEditor2 alpha5 for windows

Post by zuzuf » Thu Nov 19, 2009 9:59 am

Yes, it'll enable texture reflection for the selected object.
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Re: 3DMEditor2 alpha5 for windows

Post by Balthazar » Thu Nov 19, 2009 10:03 am

But is doesn`t work for me. I set the reflection box for metal deposit model. But in game it looks like before :(

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Re: 3DMEditor2 alpha5 for windows

Post by zuzuf » Thu Nov 19, 2009 10:52 am

It must be that old bug with display list being used when they can't store all the model data :/
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