[project1dev] Re: Project1 - SVN Update 322

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 3 Jul 2009 21:55:53 -0700

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
>>
>>
>>
>

Other related posts: