|
-
So you tried new version? I'm waiting for the report
-
-
Zitat von Ska-Ara
Good to know.
-
I have now also tested it. It is simply wonderful, a very good extension of the programme.
Aktueller Zustand: Bin zuhause, viel am schlafen aber sonst geht es. (PMs hole ich dieses Wochende nach)
Pflegestufe 3 ist DURCH !!!, Behinderten Prozente 100% mit Begleitung Bearbeitung, physisch und psychologisch arg angeschlagen.
[Bild: 47439305ao.png]
-
Ok, so scale will be added in the next version
-
1.08 updated
- Added the ability to customize window interface fonts (Menu->View). The font for vob properties is selected in a separate tab (Settings) in the vob properties window. Relevant for 4k resolution
- Added the ability to change the size of the top menu icons (Menu->View). Relevant for 4k resolution
- Added information about the number of triangles in the selected vob (V mode) (3DS only)
- Vob information mode ("V") now displays the oCItem name from scripts
- Added mass renaming of vobs:
- First, find the required wobs through the Search tab
- Select the "Rename" sub-item, a window with options will open
- Select the desired rename option, close the window
- Click the rename button
-
1.09 Updated
Added particle system editor (PFX)
- It is located in a separate window and becomes active when the world loads
- The size and position of the window can be changed, the settings are saved
- The editor allows you to create PFX directly in Spacer and then save the result to a text file
- Fast generation of strings for keys is available. Useful for ppsScaleKeys_s and shpScaleKeys_s fields. Example: you need to generate the string 0.0 0.2 0.4 0.5 0.6 0.8 1.0
- To quickly do this, enter ! 0.0 1.0 0.2 where 0.0 is the lower limit, 1.0 is the upper limit, 0.2 is the step
- You can also set it in reverse order: to get the string 1.0 0.8 0.6 0.4 Enter ! 1.0 0.4 0.2
- After creating the desired effect, save it to a text file and paste it into your scripts and compile.
- In scripts you can set a different name for the effect and then the next time you run the spacer there will be an effect with a new name
- The icons of the top menu and Spacer have been changed. They were drawn from scratch. Thanks Feuerbarde
- Fixed a bug with scaling menu icons
- A new "Random" option is available to rotate WP/FPs when creating them. Available in the vob settings
-
is there any chance to make mms/morphmeshes clickable? if i try to click on a orc flag.. its wont select
-
-
-
Neuling
Hello,
I've tested the G1 Spacer.
I've opened WORLD.ZEN and placed several vobs in the spacer.
But when I tried to save the ZEN, there was kind of a lag.
Placing just one vob and saving is not a problem. But when I add more vobs to the spacer, I can't save the ZEN anymore.
Log is showing, that .ZEN file is saving. But I can't find the file anywhere on the drive. Also saving time is very short.
[Bild: Spacer.jpg]
[Bild: 0h05kSW][Bild: 1L4hJyx]
Also I am not able to compile the world anymore in the latest version. I can only compile the light.
This worked in the older versions.
[Bild: Spacer2.jpg]
Thanks for your support.
Geändert von NezzarG12 (19.04.2024 um 09:11 Uhr)
-
1) I looks like it is bugged. Spacer G1 works ONLY with Steam + PlayerKit Union patched version. 1.08_k (mod). Do u have this version of g1? I have checked, it works fine for me.
How exactly u add new vobs? What type of vobs? Can u record a video?
2) You can't compile world if the world is already compiled. Why would u need it? This is pointless. Compile world = converting input 3DS Mesh -> inner engine mesh. It has nothing to do with vobs.
Geändert von Liker (19.04.2024 um 10:31 Uhr)
-
Neuling
Ok. Tested it with the Steam version and saving works fine now. Great!
In Gothic 2 Spacer (I guess version 1.04, or older), it was possible to compile the world and the Spacer would have updated the world mesh automatically, according to edited
.3ds file in DATA\Meshes\Level folder.
How can I modify/update the world mesh in the Spacer now?
I've edited the surface.3ds in 3dsMax and want to update the mesh in Spacer.
Thanks.
-
Zitat von NezzarG12
Ok. Tested it with the Steam version and saving works fine now. Great!
In Gothic 2 Spacer (I guess version 1.04, or older), it was possible to compile the world and the Spacer would have updated the world mesh automatically, according to edited
.3ds file in DATA\Meshes\Level folder.
How can I modify/update the world mesh in the Spacer now?
I've edited the surface.3ds in 3dsMax and want to update the mesh in Spacer.
Thanks.
I did not know about this feature, but it could work in a wrong way. I will return this option in the next version.
Ah, I see, set canCompileWorldAgain=1 in spacer_net.ini file
I'm not sure if this is the right way to change mesh, so I put in into a option.
Geändert von Liker (19.04.2024 um 13:05 Uhr)
-
Neuling
canCompileWorldAgain=1 works. But when I compile the world in Spacer, all vobs and meshes disappear...
Also I've found the cause for the saving bug. When I use texture mods like ArtemianoTexturePack, it won't save the ZEN.
Currently it seams to work only with vanilla VDFs.
-
Zitat von NezzarG12
canCompileWorldAgain=1 works. But when I compile the world in Spacer, all vobs and meshes disappear...
Also I've found the cause for the saving bug. When I use texture mods like ArtemianoTexturePack, it won't save the ZEN.
Currently it seams to work only with vanilla VDFs.
Spacer is just an interface over engine. It loads all vdf file.
Set ShowDebugWindow = 1 in systempack.ini and see in the console if vdf is loaded
If vdf works in game, it must work in spacer, it is the same stuff.
As I said, I have no idea if world can be recompiled at all. I always load mesh + merge it with vobs + compile world/light. It works absolutely.
Are we talking about G1 or G2?
Ok, checked ArtemianoTexturePack for G1, it works and saves fine.
Do u have any Union plugins? They must be in ignore list in spacer_net.ini
Show me your console screenshot with loaded files.
Geändert von Liker (19.04.2024 um 14:53 Uhr)
-
Neuling
Currently I am only using your G1 Spacer . See below screenshots of the console.
I always load mesh + merge it with vobs + compile world/light. It works absolutely.
How do I merge mesh + vobs? I always used the other method and it worked fine. At least in G2 Spacer.
-
Ich werde Liker der Tage noch weitere Materialien zur Verfügung stellen, so das er noch breiter aufgestellt ist.
Aktueller Zustand: Bin zuhause, viel am schlafen aber sonst geht es. (PMs hole ich dieses Wochende nach)
Pflegestufe 3 ist DURCH !!!, Behinderten Prozente 100% mit Begleitung Bearbeitung, physisch und psychologisch arg angeschlagen.
[Bild: 47439305ao.png]
-
Zitat von NezzarG12
Currently I am only using your G1 Spacer . See below screenshots of the console.
How do I merge mesh + vobs? I always used the other method and it worked fine. At least in G2 Spacer.
U have some remaster.vdf or something like that. May be it contains some bad fine.
How do I merge mesh + vobs? Open mesh (3ds), then Merge vobs, THen compile world.
But before that save vobs in a file (File->Save vobs...)
-
Neuling
Zitat von Liker
U have some remaster.vdf or something like that. May be it contains some bad fine.
How do I merge mesh + vobs? Open mesh (3ds), then Merge vobs, THen compile world.
But before that save vobs in a file (File->Save vobs...)
Ok. That worked. But for WORLD.ZEN I need to combine several outdoor meshes. Do I have to do that in 3dsMax?
Thanks again for your help .
Berechtigungen
- Neue Themen erstellen: Nein
- Themen beantworten: Nein
- Anhänge hochladen: Nein
- Beiträge bearbeiten: Nein
|
|