Getting stuff right

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Getting stuff right // Roundtable

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Post by Alien // Jul 21, 2006, 9:10am

Alien
Total Posts: 1231
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I just wanted to say thankyou to Caligari for making transparency work properly in the Player. Admittedly I had to figure out exactly how to get it to work [using an image file with included transparency, eg .png doesn't seem to work, but using a seperate transparency map does], but once you know how to get it to work it works properly, unlike Model D3D [can't get transparency no matter what I try], or Model OGL [can only see other objects through the transparency when the object with the transparency is selected, otherwise you just see the floor grid where the other object should be].

I think I may have to play about with this new-fangled Player doohickey a bit more.... :p

Post by TomG // Jul 21, 2006, 10:04am

TomG
Total Posts: 3397
Yes, the Player display is light years ahead of the Modeler display.


Basically, if you've seen it done in a real-time game, it can be done in the Player, as far as I know anyway.


Not only that but the full control over edge and point opacity (rather than just "on" or "off"), plus point size, plus surface transparency (ie for modeling that is, not for transparent objects like you mention - thinking here of the D3D Modeler mode "show objects as transparent") which again is adjustable and not just on or off, is great.


Then the fact you can zoom in really really close without the solid skin "detatching" from the wireframe, that is good too (an old Modeler problem in the real-time display).


Getting more modeling stuff moved over into there is going to be great! I am looking forward to never going into the Modeler again ;)


Tom

Post by Alien // Jul 21, 2006, 11:12am

Alien
Total Posts: 1231
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Basically, if you've seen it done in a real-time game, it can be done in the Player, as far as I know anyway.
It even used to do bullet-time... until I got a better graphics card. :D

Not only that but the full control over edge and point opacity (rather than just "on" or "off"), plus point size, plus surface transparency (ie for modeling that is, not for transparent objects like you mention - thinking here of the D3D Modeler mode "show objects as transparent") which again is adjustable and not just on or off, is great.
Setting the display mode to transparent, or transparent outline worked ok, what I was on about was where you have an image on [for example] a plane. In my case it was a head, & wanted the area around the head to be transparent, with only the head visible, but problems [in Model] were/are as described previously.

Then the fact you can zoom in really really close without the solid skin "detatching" from the wireframe, that is good too (an old Modeler problem in the real-time display).
<tries it>
Cool. :cool: That's defintely 1 flaw I won't miss!

Getting more modeling stuff moved over into there is going to be great! I am looking forward to never going into the Modeler again ;)
Once it has all the necessary stuff it will indeed be cool, though there's a few things holding me back from using the Player more often:

Ability to maximise all toolbars hasn't been put back in yet, at least in Model we can still maximise the point edit toolbar. We wants the precioussss. http://homepage.ntlworld.com/alien42/smilies/gollum.gif Roman's got them in his pocketses!
Can't turn PE widgets off yet, if you could assign a shortcut to toggle their visibility like you can in Model, then at least my workaround for that would work, though I'd prefer the ability to turn them off permanently. I'd much rather have the selection box [like we have in Model point edit] for stuff in PE mode [whoever posted that tip on the gS forum about using it to flatten/straighten-out groups of points/faces THANKYOU!] instead of that widget.
PE toolbar doesn't stay where you put it in Player.
No Mirror Modeller.

Post by stan // Jul 21, 2006, 11:55am

stan
Total Posts: 1240
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Getting more modeling stuff moved over into there is going to be great! I am looking forward to never going into the Modeler again ;)

my thoughts on the modeler once all tools are made on player side would be to keep it around for opening old scenes or other libraries, using plugins..etc..it will still be very useful :D

Post by Steinie // Jul 22, 2006, 1:58am

Steinie
Total Posts: 3667
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Stan,

Modeler will probably be around like 3.0 is...in a magazine for free! In the future it might be a plugin to TS 10.0.

Post by stan // Jul 22, 2006, 3:51am

stan
Total Posts: 1240
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Steinie ..I think it's already considered as a plugin to ts7..the backwards compatibility makes it a great tool..maybe it could be setup as an option when installing in future versions ..:D
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