3D World Studio 5.50 Released
by Leadwerks · in Artist Corner · 09/11/2006 (12:51 pm) · 4 replies
This version fixes a few miscellaneous bugs, and adds extensive help documentation, using a standard compiled help file.
Of interest to Torque users is the fact that I finally got the "Run Map" dialog working correctly, all the time. The problem was that map2dif only accepts short file paths like "C:\Progra~1\". It works now, so you can compile a .dif and launch a map in the Torque engine, without having to mess around with moving files by hand.
Download:
www.leadwerks.com/ccount/click.php?id=29
5.50
-fixed programlog close bug
-fixed render window alignment bug
-new user's guide in a compiled help file
-some terminology changes
-fixed modelbrowser thumbnail bug
-converted runmap variables to short filenames; works with map2dif now!

Of interest to Torque users is the fact that I finally got the "Run Map" dialog working correctly, all the time. The problem was that map2dif only accepts short file paths like "C:\Progra~1\". It works now, so you can compile a .dif and launch a map in the Torque engine, without having to mess around with moving files by hand.
Download:
www.leadwerks.com/ccount/click.php?id=29
5.50
-fixed programlog close bug
-fixed render window alignment bug
-new user's guide in a compiled help file
-some terminology changes
-fixed modelbrowser thumbnail bug
-converted runmap variables to short filenames; works with map2dif now!

#2
There is some rumor that Constructor (& TGE 1.5?) may support this feature...
At any rate, the only recourse right now is to place models via the in-game editor. A trick to keep your models with the DIF is to group them all, although it's hardly a convenient solution. =/
09/11/2006 (3:08 pm)
@Ramen-Sama: Although 3D World Studio supports model placement, the DIF format does not. There was some talk of providing functionality to export models to a MIS file, but it doesn't look like that has ever been completed. There is some rumor that Constructor (& TGE 1.5?) may support this feature...
At any rate, the only recourse right now is to place models via the in-game editor. A trick to keep your models with the DIF is to group them all, although it's hardly a convenient solution. =/
#3
I ended up writing a mostly working MIS exporter for lightwave using it's native script language to do pretty much what i asked.
But dif's ability to bake lights and what not are the only advantage over DTS in what i'm doings. Since my project is an overhead RPG, i can get away with using jigsaw pieces and snap together my levels using as few objects as possible. But if i could do the same thing with DIF, i might actually like to do so.
09/11/2006 (3:13 pm)
www.garagegames.com/blogs/11127/10274I ended up writing a mostly working MIS exporter for lightwave using it's native script language to do pretty much what i asked.
But dif's ability to bake lights and what not are the only advantage over DTS in what i'm doings. Since my project is an overhead RPG, i can get away with using jigsaw pieces and snap together my levels using as few objects as possible. But if i could do the same thing with DIF, i might actually like to do so.
#4
09/11/2006 (3:23 pm)
A user alerted me to a minor error in the exporting routine. I have fixed this, and am uploading a new copy of the installer now.
Torque Owner Cinder Games
On the topic of Prefabs. I'm familiar with the concept of how this works. But once the object has been added to the "map" you're working on, will this prefab loaded on this map be changed/update/modified in anyway, if the original prefab file is modified at a later time, then i reload the map file with the prefab?
To me, that would be a deciding factor for using DIF. I would like to load up some basic geometry that way using prefabs, then save the file and see how it works, then go back in on the prefabs, improve upon them.... without having to recreate my level all over again.
I'm used to using 3d programs like lightwave where i can do just that. Save a scene with objects, then modify the objects and have it reflected on that scene.
if this feature is not supported, perhaps there should be some way to implement this?