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« Reply #13680 on: March 30, 2013, 04:17:35 PM » |
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Do you have a list of all the new features yet?
Check the OP
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« Reply #13681 on: March 30, 2013, 04:21:44 PM » |
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Oh, I thought it was only in OP when it was released... >.<
"Implemented vertex selection and a weight editor"
I saw something about being able to move vertices, this is it right?
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I know for a fact that the vast majority of the public here cares more about free products than actual quality. I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. 
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« Reply #13682 on: March 30, 2013, 04:28:16 PM » |
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Oh, I thought it was only in OP when it was released... >.<
"Implemented vertex selection and a weight editor"
I saw something about being able to move vertices, this is it right?
Yes
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« Reply #13683 on: March 30, 2013, 05:15:10 PM » |
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Okay, thanks
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I know for a fact that the vast majority of the public here cares more about free products than actual quality. I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. 
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« Reply #13685 on: March 31, 2013, 05:25:06 PM » |
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BlackJax, not sure if you explained this before, but what is the "DrawPriority" feature mean?
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« Reply #13686 on: March 31, 2013, 05:30:19 PM » |
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If two objects share the one or more of the same vertex coordinates, the vertices of the object with a higher draw priority will be displayed instead. It's used a lot in menus since they're all flat models across the screen.
I use them for the eye yellow eyes in my models so that I can just have the yellow eyes use the same vertex set(s) as the normal eyes instead of moving them forward a bit.
You could also just call it the Z-Index.
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« Reply #13687 on: March 31, 2013, 05:43:46 PM » |
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If two objects share the one or more of the same vertex coordinates, the vertices of the object with a higher draw priority will be displayed instead. It's used a lot in menus since they're all flat models across the screen.
I use them for the eye yellow eyes in my models so that I can just have the yellow eyes use the same vertex set(s) as the normal eyes instead of moving them forward a bit.
You could also just call it the Z-Index.
yay now I can get DPv5's glow working correctly w/o the use of material definitions... (I might call them shaders soon, but I've seen many different structures to not believe they're shaders) ^even Ian Mallet is telling me they're shaders, however, she knows more about GL and SL than GX and BP so she's kindof out of the Q...
anywars... yes, the drawing order will be very useful in helping me get both Pachi and DP working as they should :3
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« Last Edit: March 31, 2013, 05:45:21 PM by DarkPika »
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« Reply #13688 on: March 31, 2013, 10:43:39 PM » |
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"added the ability to change linked vertex/normal/color/uv nodes." does this mean u can edit color nodes on all objects even if they were joined to one color node group?
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« Reply #13689 on: March 31, 2013, 10:45:59 PM » |
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does this mean-
no. That was done decades ago.
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« Reply #13690 on: March 31, 2013, 11:40:24 PM » |
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i had a feeling the answer would be "no."
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« Reply #13691 on: April 01, 2013, 12:48:54 PM » |
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Yeah, I mean, just read the topic.
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« Reply #13692 on: April 01, 2013, 04:55:17 PM » |
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I'll release BB in an hour. Just need some time to make sure everything is working correctly.
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« Reply #13693 on: April 01, 2013, 04:58:18 PM » |
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Sounds suspicious, cause April fools and stuff. But maybe it is a double joke, where we will think it is a joke but you know we will think that so to mess with us you would be in fact not joking however that not joking would be a joke. I'll just wait for when it is really released and stuff
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« Reply #13694 on: April 01, 2013, 04:58:25 PM » |
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I'll release BB in an hour. Just need some time to make sure everything is working correctly.
*checks date* Suuuuuuuuure. >w>
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