RfEdit enhancements
RfEdit enhancements
I wanted to start adding a few things that I need to help make using the editor even easier... I added the ability to (1)add/remove textures to the your *.TXL file directly inside the editor and (2) I added the ability to get the brush/face dimensions(measurements) in texels. With this secon option you can also define your own measurements.. i.e. you can create a feet measure so you can view your measurements in feet.
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- ardentcrest
- Posts: 735
- Joined: Wed Jan 25, 2006 10:55 pm
- Location: Ireland
- ardentcrest
- Posts: 735
- Joined: Wed Jan 25, 2006 10:55 pm
- Location: Ireland
great job! sorry to bring up rf2 again, but the in-editor texture packer was something i was considering back when i thought id still be using texture packages...
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
Sorry about the delay... but my upload speed/reliability is horrible... I had only compiled a debug version which was about 5mb which I wanted to upload to my online folder.... I did zip it to about 825k but my upload is still timing out... I'll compile a release version and zip it and try to upload it again tommorrow.... It's time to have a little talk with ISP about this upload problem...
Ok... I finally was able to get the file uploaded... I think there is a problem with my firewall which causes problems with uploading... I currently talking with my dsl router vender... anyways.... YOu should be able to download the file here:
http://briefcase.yahoo.com/wendellbuckner@sbcglobal.net
http://briefcase.yahoo.com/wendellbuckner@sbcglobal.net
I tried immediatly and it really do the job in a wonderful way. The only problem of RFEditPro is the slowness and frequency of the BSP rebuild caused by the loaded actors (static mesh, statientityproxy and similar). WorldEditor hasn't this problem and when you change something in entity ore geometry the loaded meshes doesn't cause that continue rebuild. Can this be solved in some way also in RFEditPro?
Anyway, really a good work!
Anyway, really a good work!
- QuestOfDreams
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- Location: Austria
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yes I know, but this doesn't change the thing for the actor geometry. If you are building a level using a static mesh, you just have to see the wireframe mesh -for example - to put the lights in the correct position, or to place correctly the bounding clip geometry. Also with the autorebuild turned off when you place a new entity or a new brush the rebuilding trees starts anyway. It also starts in the same way everytime you compile the level (also with Entity Only flagged, it starts before the compile process) . The only solution is to put a wrong folder path for Actor in the Level Option menu to turn off the meshes visualization. The Autorebuild option seems to affect only the level geometry and not the actor meshes. As i said this doesn't happen in WorldEdit. Any ideas?
I've created a version of RFeditPro where you fully can disable the rebuild + with a few more features build in for alignment, rotation etc... It also allows to make a part of a cylinder.
Drawback: the file format is slightly extended. There is an option to save under previous formats, but then you loose the extra feature build in.
If you are interested, just send me an Email address and I'll forward the editor
Drawback: the file format is slightly extended. There is an option to save under previous formats, but then you loose the extra feature build in.
If you are interested, just send me an Email address and I'll forward the editor
The source code is now here:
http://briefcase.yahoo.com/wendellbuckner@sbcglobal.net
the file name is Rfeditprosource.zip
http://briefcase.yahoo.com/wendellbuckner@sbcglobal.net
the file name is Rfeditprosource.zip
Re: RfEdit enhancements
The software and the code is gone from yahoo could I have a mirror please