sweet. that will be really helpful in level design On Fri, Jul 3, 2009 at 4:08 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > <3 > > > On Fri, Jul 3, 2009 at 4:34 PM, Apache User > <dhapache@xxxxxxxxxxxxxxxxxxx>wrote: > >> User:atrix256 >> >> Message: Made it so you can make models invisible (but collision will >> still happen with them if it's supposed to) using Model_SetInvisible. >> >> You can use the console command DrawInvis to make it render invisible >> objects (shows them as transparent bright pink) which can help with >> debugging. >> >> In the editor, DrawInvis turns on by itself so you can see invisible >> objects. >> >> Fixed the preview models not showing up in the editor (ie being able to >> see a see through version of the model you are placing before you place it) >> >> Removed some debug stuff i accidentally left in the texture manager. >> >> Made it so the fortuneteller tent has invisible walls that keep you from >> falling off into space, using this new Model_SetInvisible command. >> >> So basically, now we can put invisible walls around things like we were >> talking about a few weeks ago and fix weird collision detection issues as >> they come up - woo :P >> >> <Files Changed> >> U ARRelease.exe >> U AR_AnimModels.cpp >> U AR_AnimModels.h >> U AR_DebugConsole.cpp >> U AR_Editor.cpp >> U AR_LuaFuncs.cpp >> A Art/Models/VoidMap/inviswall.ms3d >> A Docs/Script Help/Model_SetInvisible.html >> U Docs/Script Help/toc.html >> U Scripts/Maps/FortuneTellerTent.lua >> U Scripts/Maps/FortuneTellerTent_geometry.lua >> U TextureManager.cpp >> U TextureManager.h >> >> >> >