Update 2016-12-22

Details about updates to Shores of Hazeron

Update 2016-12-22

Postby Haxus » Thu Dec 22, 2016 11:57 am

There will be a client update today. Builds are in progress. Version did not change so I can post them as they finish. This update mostly focused on issues with the designer.
  • Not designer related, someone reported that the static displayed items on the walls of their 16th floor apartment fall to the ground at random times. This may be fixed. Try after servers restart.
  • Symmetrical Duplicate command was added to the Design menu. This makes a copy of the selected parts. The copy is mirrored across the red X axis line.
  • Design file name is now visible on the title bar. Previously it was not shown anywhere.
  • Black paint is not allowed. It was possible in one place to set the paint color to RGB(0,0,0). Pure black does not work well because it does not illuminate due to lighting.
  • 3ds importer now has options to import a texture with it, all in one go. Instead of you having to load the custom texture afterwards, it just does it for you.
  • Designer window should no longer be open when you start the game.
  • Decal jig finished.
  • Decal rendering errors fixed.
  • Text decal surface effects fixed. They did not paint properly before. Now you can change the text color using paint.
  • Text decals now say what they are, instead of just saying 'Name'. The text is actually text now, instead of just being the icon for the text decal part.
  • Fracture and other face editing commands were breaking the texture and other properties. That is fixed.
  • Designer settings now have an option for Unit of Measure. This determines how numbers are interpreted when entered by the user. If you like to enter distances in feet, you can choose Feet. Coordinates and other distances will be reported in the chosen Unit of Measure. Sorry I didn't go all the way and do combined feet/inch measurements, perhaps in a later version. You'll have to enter 1.5 instead of 1' 6". This only affects the new designer. The rest of the game still reports everything in meters.
  • Grid now offers more grid spacing choices that include non-metric units.
  • Grid now shows three levels of line intensity. The dimmest lines are spaced at the user's grid spacing choice. The next two depend on the grid spacing chosen. e.g. 1/4" spacing has brighter lines at 1" and brightest lines at 1' spacing.
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Re: Update 2016-12-22

Postby jakbruce2012 » Thu Dec 22, 2016 12:44 pm

Soon I will have a weekend to try this...
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Re: Update 2016-12-22

Postby Celarious » Thu Dec 22, 2016 12:57 pm

That was quick. Thanks Haxus!
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Re: Update 2016-12-22

Postby Celarious » Thu Dec 22, 2016 1:30 pm

I have found a small bug? where creating a window using a window jig, deleting the window and the window jig, and then attempting to recreate the face on the object will not work.

I have ensured that all face creation requirements are met, and it works on other parts of the object, but the hole where the window was does not allow itself to be plugged.
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Re: Update 2016-12-22

Postby Haxus » Thu Dec 22, 2016 1:36 pm

Be sure to align the grid more or less to the plane you are filling, in this case the window opening.
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Re: Update 2016-12-22

Postby Celarious » Thu Dec 22, 2016 1:52 pm

Haxus wrote:Be sure to align the grid more or less to the plane you are filling, in this case the window opening.


Oh I see! Thanks a lot!
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Re: Update 2016-12-22

Postby Phenoix12 » Thu Dec 22, 2016 2:14 pm

How do I actually make textures show up? I've tried chaning faces to show the texture and all I get is a color change and not the actual texture.
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Re: Update 2016-12-22

Postby Haxus » Thu Dec 22, 2016 2:35 pm

Try a parallel projection.

For fine control of texturing, you will need to wait until I finish the unwrapper.
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Re: Update 2016-12-22

Postby Celarious » Thu Dec 22, 2016 2:41 pm

Sorry about all the questions - One more thing

Will we at some point get a "Walk-around" mode like the old designer? Just to see what contrails/screens and panels will look like. Also to allow for manual path checking.
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Re: Update 2016-12-22

Postby Haxus » Thu Dec 22, 2016 3:16 pm

Yes I intend a "preview" mode to check it out. The pathing and collision data do not exist yet so it can't be done atm.

I'm more than happy to answer questions. Hopefully, my answers will be helpful to others too.
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