Xycaleth Posted September 1, 2014 Author Posted September 1, 2014 Quick mockup of the dialog box to edit floor options. Still need to add text box for grid size, but that's what I imagine it will look like roughly. Omicron, Archangel35757, Tempust85 and 2 others like this
Tempust85 Posted September 1, 2014 Posted September 1, 2014 Will the custom height slider show a real-time view of the floor moving in the viewport?
Xycaleth Posted September 1, 2014 Author Posted September 1, 2014 Yup Tempust85, eezstreet and Omicron like this
Archangel35757 Posted September 2, 2014 Posted September 2, 2014 Quick mockup of the dialog box to edit floor options. Still need to add text box for grid size, but that's what I imagine it will look like roughly. Please add a checker size or grid size option-- preferably matching the available grid divisions of GtKRadiant-- i.e., multiples of 2. Like wise, IMO, I think the custom floor height should slide in increments that also match GtKRadiant divisions. A spinner box with a number display (so you can just type in the #) would take up less room and give you a numerical readout as well. Also, would you add a grid size spinner box control (increment in multiples of 2)-- could control both the checker size and grid overlay size. Nice work!
Xycaleth Posted September 2, 2014 Author Posted September 2, 2014 Also, would you add a grid size spinner box control (increment in multiples of 2)-- could control both the checker size and grid overlay size.What's the difference between checker size and grid overlay size? Do you mean for the checkered pattern and the wireframe grid?
Archangel35757 Posted September 2, 2014 Posted September 2, 2014 @@Xycaleth -- yes. That is what I meant. You could have one control that governs them both.
Omicron Posted September 6, 2014 Posted September 6, 2014 Would be good if there's an option for custom floor texture too, but great work nonetheless!
Omicron Posted November 1, 2014 Posted November 1, 2014 Any updates for this @@Xycaleth? Would be awesome if a beta could be released for it; alpha channels for the wookiee are especially annoying to do deal with when making icons, promos and such
Xycaleth Posted November 1, 2014 Author Posted November 1, 2014 Ah, sorry. After taking a break from everything this completely left my mind. I'll make sure I come back to it, but no updates for now. If people don't mind a half-working version, I can release what I've done so far. It includes a half assed fix for transparent textures (like on Chewie), the problem with it being that you can sometimes see all the way through the model where the texture is transparent. Omicron likes this
Circa Posted November 1, 2014 Posted November 1, 2014 Ah, sorry. After taking a break from everything this completely left my mind. I'll make sure I come back to it, but no updates for now. If people don't mind a half-working version, I can release what I've done so far. It includes a half assed fix for transparent textures (like on Chewie), the problem with it being that you can sometimes see all the way through the model where the texture is transparent.I'd love to tinker with the Mac version, if you want testers.
Omicron Posted November 1, 2014 Posted November 1, 2014 Ahh, no worries, forgot you took a break. I'd love to have a copy of it to test out if that's possible
Kualan Posted November 2, 2014 Posted November 2, 2014 As someone who tinkers with Modview a LOT (albeit for machinima purposes) I'd also be happy to give any 'beta' version a test run. Tempust85 likes this
Xycaleth Posted November 2, 2014 Author Posted November 2, 2014 Ok cool I'll try to get some test version out in the next few days. Need to make sure that where ever I got to is still in a fairly usable state Omicron and Circa like this
Xycaleth Posted November 3, 2014 Author Posted November 3, 2014 Here's the build for Windows. You'll probably find a fair few things unfinished, but it should be useable on the whole:https://dl.dropboxusercontent.com/u/874909/JKHub/ModView-Win32-03112014.zip OS X build to come soon. Omicron likes this
Kualan Posted November 3, 2014 Posted November 3, 2014 Here's the build for Windows. You'll probably find a fair few things unfinished, but it should be useable on the whole:https://dl.dropboxusercontent.com/u/874909/JKHub/ModView-Win32-03112014.zip OS X build to come soon. I get "This application failed to start because it could not find or load the Qt platform plugin "windows". Reinstalling the application MAY fix this problem" when I attempt to run this version of Modview. Is the .zip missing a couple of dependent files/directories?
Xycaleth Posted November 3, 2014 Author Posted November 3, 2014 Urgh, apparently I'm missing *something* but I don't know what. I'll have a look around.
Xycaleth Posted November 3, 2014 Author Posted November 3, 2014 Try again: https://dl.dropboxusercontent.com/u/874909/JKHub/ModView-Win32-03112014.zip Also, OS X version which hopefully works: https://dl.dropboxusercontent.com/u/874909/JKHub/ModView-OSX-03112014.zip Omicron likes this
Omicron Posted November 3, 2014 Posted November 3, 2014 I get that error Kualan posted for both zip's
Xycaleth Posted November 3, 2014 Author Posted November 3, 2014 Third time lucky? https://dl.dropboxusercontent.com/u/874909/JKHub/ModView-Win32-03112014.zip
Mandalorian Posted November 3, 2014 Posted November 3, 2014 I'm getting it too. Only downloaded the last link.
Xycaleth Posted November 3, 2014 Author Posted November 3, 2014 Fourth time lucky? https://dl.dropboxusercontent.com/u/874909/JKHub/ModView-Win32-03112014.zip
Kualan Posted November 3, 2014 Posted November 3, 2014 It works! That 'platforms' directory looks like it has done the trick. Looking good so far, am liking the extra touches. Things like visible floors There are a couple of things that I noticed right away though; - For models that have multiple varieties with surfaces, etc (such as the Clonetrooper packs), this version of Modview does not seem able to read when a particular surface has been turned off in the .skin file, instead choosing to load all surfaces on a model regardless of the skin - leading to a lot of untextured white surfaces being activated.- No option to 'Prompt for GLA overrides during GLM load'. Will this feature be included in a future version?- No option to view surfaces as double-sided or not. It also feels like this version loads more quickly and smoothly than the base version, which is always a plus!
Circa Posted November 3, 2014 Posted November 3, 2014 Mac version opens successfully and I opened a model, but surfed off parts of models aren't actually hidden. Not sure if that's something you have yet to get to or not. Excellent work so far though! Feel free to use the icon I made for my Wine version by the way, or let me know if you want me to make a new one:
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