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Re: IceX 2.0 Lighting [Re: Hampe] #55167
10/17/05 16:31
10/17/05 16:31
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
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oliver2s  Offline OP
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Mainz
I do what I can do. A good redo is not easy, but I looking forward.

Re: IceX 2.0 Lighting [Re: oliver2s] #55168
10/17/05 17:27
10/17/05 17:27
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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planet.earth
hmm, wouldnt you just need to record the last, say three user actions and the redo button calls that actions when pressed? maybe i see this to simple?

Re: IceX 2.0 Lighting [Re: ello] #55169
10/17/05 17:40
10/17/05 17:40
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
TripleX Offline
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TripleX  Offline
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Munich, Bavaria, South of Germ...
@ello Yes you see it to simple. Example painting: Oliver would have to save the complete skin for undo/redo painting; Example deforming: Oliver would have to save /restore the complete terrain vertics states to re/undo the deforming steps..

etc. etc.

Triple-X

Re: IceX 2.0 Lighting [Re: TripleX] #55170
10/20/05 13:00
10/20/05 13:00
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
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After 2 weeks of hard school work, I have now holidays and can go on to work on the editor. On the following screen you see the new "tile'n'gap"-system, you can manually add or remove terrains and it will correctly showed in you heightmap:



Re: IceX 2.0 Lighting [Re: oliver2s] #55171
10/20/05 13:03
10/20/05 13:03
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
TripleX Offline
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TripleX  Offline
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fantastic.. Can you also resize the Heightmap?(from 512*512 to 1024*1024 or sth. like that) Especially make the size bigger

Re: IceX 2.0 Lighting [Re: TripleX] #55172
10/20/05 13:04
10/20/05 13:04
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
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The heightmap size changed itself dynamicly. If you add a single terrain which is bigger than the old size the heightmap is set to a higher size.

Re: IceX 2.0 Lighting [Re: TripleX] #55173
10/20/05 13:06
10/20/05 13:06
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

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Richmond B.C., Canada
thats really great!
though one question:

is it possible to make the border of the tile-terrains make more low poly? hope you know what i mean..


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Re: IceX 2.0 Lighting [Re: oliver2s] #55174
10/20/05 13:09
10/20/05 13:09
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Posts: 8,939
planet.earth
well, if i think about maxon for example. the bodypaint painting actions can be undone and redone thus there must be a way.

maybe saving the current state into a temporary file? could be too large, i dont know.
maybe only some things get the ability for undo/redo (those which dont eat up to much ressources - i always see cinema and bodypaint use between 500 and 1000 MB RAM;) )

anyway, it looks great and will turn the designprocess much more fun


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Re: IceX 2.0 Lighting [Re: Captain_Kiyaku] #55175
10/20/05 13:16
10/20/05 13:16
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
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Mainz
At the moment it is not possible to set the border of the terrain to lowpoly. But this is an interesting idea.

Undo/Redo: I think it is poosible with low ressources and good performence. I work on it...

Re: IceX 2.0 Lighting [Re: ello] #55176
10/20/05 13:17
10/20/05 13:17
Joined: Jul 2004
Posts: 1,924
Finland
Ambassador Offline
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Posts: 1,924
Finland
Looks very nice man! You seem to have a blur feature also. Nice!

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