Windcatcher
07-27-2004, 04:25 AM
Quite a few changes and improvements in this version:
1. Imports light sources from .3ds files properly.
2. Walk along ground will work even if your zone doesn't have a ground mesh (e.g. you imported your zone from a .3ds file).
3. You can enter the ground editor even if you don't have a ground mesh, for the purpose of placing meshes, zone bounds, or sounds. Make sure to check the "show other polygons" checkbox in this case to see your zone.
4. The program won't crash if you set a light source's radius to 0.
5. Fixed a crash bug in the ground editor.
6. .SCN and .MSH files will now be saved properly if the program is used with European localizations.
7. When exporting to .S3D, light sources will pass through transparent and semitransparent polygons.
8. When exporting to .S3D, semitransparent polygons will cause light passing through them to change color based on their tint (if any) as well as the average color of their texture. For this to work the polygon must *face* the light source. Therefore if you want players to see the polygons from the outside you should make them double-sided.
9. Object gravity works even if you don't have a ground mesh (e.g. you imported the zone from a .3ds file).
Like all of my tools you can get it here:
http://sourceforge.net/project/showfiles.php?group_id=41381&package_id=34673
WC
1. Imports light sources from .3ds files properly.
2. Walk along ground will work even if your zone doesn't have a ground mesh (e.g. you imported your zone from a .3ds file).
3. You can enter the ground editor even if you don't have a ground mesh, for the purpose of placing meshes, zone bounds, or sounds. Make sure to check the "show other polygons" checkbox in this case to see your zone.
4. The program won't crash if you set a light source's radius to 0.
5. Fixed a crash bug in the ground editor.
6. .SCN and .MSH files will now be saved properly if the program is used with European localizations.
7. When exporting to .S3D, light sources will pass through transparent and semitransparent polygons.
8. When exporting to .S3D, semitransparent polygons will cause light passing through them to change color based on their tint (if any) as well as the average color of their texture. For this to work the polygon must *face* the light source. Therefore if you want players to see the polygons from the outside you should make them double-sided.
9. Object gravity works even if you don't have a ground mesh (e.g. you imported the zone from a .3ds file).
Like all of my tools you can get it here:
http://sourceforge.net/project/showfiles.php?group_id=41381&package_id=34673
WC