subdrag | 03 January, 2015 13:13
I managed to speed up insert pictorial, it was a little slow to load - now it's a lot faster. Also minor bugs fixed on random heads menu not showing properly in PD and GE.
subdrag | 01 January, 2015 15:03
I finally have added box select (rectangle select) for Objects, Clipping, and Background modes. You can hold U, and then drag the mouse to form a box - any objects inside will be selected. If you go towards the right, the selection will only be applied if the entire triangle/object is inside, while towards the left will do if just touches.
subdrag | 08 May, 2014 19:31
I added (long overdue) ability to minimize/maximize/resize the visual window, and also if the device is lost, it actually can restore it properly.
subdrag | 17 March, 2014 16:35
Newer pcs seemed to have trouble with fly mode, that it was "stuttering". I am not sure if it's due to just simply faster pcs, or Windows 8, but QueryPerformanceCounter was not working properly. I removed it for now, so now you fly as fast as your pc can handle. You can adjust the speed, in the preferences, under World Move Speed, as it may be initially way too fast.
There was a problem with bigger maps, there was some sort of "cutting" effect when it rendered in the editor. I moved the near draw distance back a bit, and it seems to have corrected the issue.
Also, the open project now has a progress bar dialog, so Windows 7/8 don't try and close it, during its long running open part, if context switching to another application.
subdrag | 10 February, 2014 21:04
I added a simple palette editor in Image Editor window, in order to allow the user to adjust the transparency bit of each palette color, since indexed bitmaps didn't support that, at least in photoshop. Also, some improvements in how the model editor exports the obj of a guard (now it's merged), and shows it.
subdrag | 25 December, 2013 09:48
I've added a bit of things, one nice one is reference offset/rotations now, where you can set from an object (or wall normal), and then apply to an object. I've also added similarly rotate 90 degrees.
For the brush in room positions mode to color vertices, I added darken/lighten buttons to change the sliders by that amount, for simpler ways to adjust color brightness.
Clipping to speed it up, the undo/redo files now are no longer the actual clipping format, but a straight dump from editor (much faster). You can restore a crashed editor clipping file though, there's ability to do that.
Small bug fix in stacking, probably been there since beginning of editor, it was crashing for me recently, but not sure if it had been.
subdrag | 13 November, 2013 16:37
I've improved the conversion algorithm, from .obj to your level. I also added a multithreading option in the preferences, which should speed it up even more if you have a multi-core machine. Days of long conversions should be over! At least, the more cores you have, the faster it should be. If you have one core, you should turn off multi-core.
subdrag | 10 November, 2013 13:50
Besides some cleanup here and there, I did let you use Control key, in room positions mode, to unselect a triangle if already clicked. Shift will still only append triangles to selected list.
subdrag | 10 October, 2013 20:22
I've been experimenting with embedded mipmaps (supported by GoldenEye/PD). The replace image sub dialog now supports them for some greyscale images, and color palettes. To do the images, you use a formula similar to example below:
For color paletted, the catch is, you must make them all have 100% identical palettes before import, and need to be named/put in folders properly. Greyscale don't have palettes, but do need to be in folders the same way.
You basically put your image in a folder (main one), name it anything. Then you make a subfolder of that name, and in there, put the main bitmap name (minus .bmp) with _LevelX.bmp, starting at 1 to number mipmaps. Mipmaps are generally width and height / 2, each level, until hit 1.
An example is, in main folder:
tempImgEd0238.bmp (40 x 32)
Then I made a folder in there, called tempImgEd0238
and in there
tempImgEd0238_Level1.bmp (20 x 16)
tempImgEd0238_Level2.bmp (10 x 8 )
tempImgEd0238_Level3.bmp (8 x 4)
tempImgEd0238_Level4.bmp (4 x 2)
tempImgEd0238_Level5.bmp (2 x 1)
And all images are the same exact palette, and order.
subdrag | 27 September, 2013 17:13
I've updated the Beta Grabber to show more information and be a little easier to use. It also can be launched in the beta editor by Help -> Update Beta Version.
If you don't want to regrab the whole full package, just replace the exe inside the rar below in your main editor folder.
subdrag | 25 September, 2013 17:06
I've finally, after many years, figured out the decompression on all the different image types of GoldenEye. For the curious:
(from 0 to 8, 0/1 and 2/3 seem identical)
"Uncompressed 0","Uncompressed 1","Huffman 2","Huffman 3","RLE","Lookup","Huffman with Lookup","RLE with Lookup","Huffman Pre-Processed"
This should let the editor decode types much better. It also supports a couple more types on import, and 32-bit bitmaps show up properly in image tools.
subdrag | 16 September, 2013 22:03
I've added a more comprehensive image replacement dialog in image tools. Maybe it will help make sense of the madness. Maybe.
subdrag | 06 September, 2013 16:34
I've spent a significant effort improving the UV Editor dialog, so it's ready now for use. There's a good amount of projections that should work. You can change the grid color in preferences. The Image editor had an issue with calculating # colors, it sometimes gave you an error message of too many colors when you really did have the right amount of colors, so that's fixed. And there are now 8 images a row, instead of 7, and it gives more useful information on the status bar.
subdrag | 03 September, 2013 00:10
Added another image type, this one's AI8, also known as 4/4. It means 4-bit greyscale with 4-bit alpha. It saves you from the "auto-alphaing" of the 4-bit greyscale normal type.
subdrag | 02 September, 2013 14:54
I've added an experimental UV editor. It should help make using the editor to manually edit UVs considerably easier. I'm open to feedback if you would like more features added, or if you encounter a bug.
Control-D: Select None
Control-A: Select All
F: Frame selected
A: Frame all
B: Hold B and click, then drag to Box Select
P: Hold P and Click to set Pivot point
R: Hold R and Drag to rotate selected
M: Hold M and Drag to move selected to centered at cursor
X: Hold X and Drag to scale both directions, (right click drag right/left only, and Middle button drag up/down only).
T:Hold T and Left click Drag to translate both directions, (right click drag right/left only, and Middle button drag up/down only).
S: Hold S and move around to change the "center" of the view
Mouse wheel up/down to zoom in/out.
When selecting, a yellow circle means Disconnected, while orange means connected (and you may want to disconnect).
Also, in visual editor, double click in room positions mode to select all connected triangles of same texture. Hold shift and repeat to do multiple.