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Welcome to the Genesis3D - Classic level editor, "GenEdit-Classic."

The editor is not yet complete, and there are still a few major features that will be added. We are interested in feedback and suggestions about the user-interface, features, and design decisions. We also hope that you find the latest enhancements useful.  

Features new to version 0.58 (04-22-01)

o Toolbars
The toolbars no longer display identifying labels below toolbar buttons. This change significantly reduces the toolbar footprint, making more screen space available for the viewports. The default arrangement of the three toolbars has been changed to take advantage of their more compact size. This change also makes the toolbars display properly when docked vertically. Tooltips and status bar text indicate toolbar button information.

o Properties Panel
Previous versions crashed when selecting entities while the Properties Panel was closed -- or after closing the Properties Panel while entities were selected. This made it necessary for the Properties Panel to be displayed at all times. The problem has been fixed. Now you can work with larger viewports in the absence of the Properties Panel. Don't forget you can also close out the Command Panel too.

o Properties Panel and Multiple Documents
The Properties Panel now displays the template dialog boxes and brush attributes dialog boxes related to the current active document -- after switching between multiple open documents. Note: if the current active document is in 'Camera' mode, the Properties Panel will not update accordingly.

o Prefabs with Entities
Entities associated with Prefabs now stay in-place. In previous versions of GenEdit-Classic (0.55 and 0.57), prefab entities would move to level center upon initial selection. This behavior has been fixed.

o Prefab List
Upon doing a File->Save As to the local \Objects directory, the editor will update the Prefabs list. This will make your new prefabs instantly available in the editor.

o Lightmap Scale and Draw Scale
The Lightmap Scale and Draw Scale edit boxes in the Project - Level Options dialog box now accept input. The handling code for these features was not working in previous versions of GenEdit-Classic. Note that new settings only will affect the scale of brushes placed AFTERWARDS. New settings will not affect the draw scale or lightmap scale of previously placed brushes. You can change the draw scale and lightmap scale of in-place brushes (either individually or in groups) by going into Face Adjust mode and using the Face Attributes controls on the Properties Panel.

o World Scale
The World Scale feature has been moved onto the Level Options dialog box. It now provides you with feedback on the cumulative scale of your world. There is also new error-catching code as well as accident-prevention reminders.

o Preferences Dialog Box
The Project->Viewport Colors dialog box has been moved and renamed. Its functions now are placed on the File->Preferences dialog box.

o Entity Boxes in Ortho Views
You may now adjust the size of the little squared-X symbol that represents entities in the ortho views. Go to File->Preferences and use the control located there.

o Grid Scale and Rotation Settings
The grid settings controls and the rotation settings controls have been placed on the Project->Level Options dialog box. The Grid Settings dialog box no longer exists.

o Rotate 45
The Rotate 90 control has been correctly renamed as "Rotate 45". In addition this control option has been placed on the right-click context menu. This should make the feature easier and more reliable to use -- without having to negotiate a careful path from the active viewport to the toolbar button.

o Default Headers Directory
This version sets the Level Options default headers directory to "Include" instead of "Headers" (as in previous versions). This setting is consistent with the naming convention in the GeneEdit-Classic directory structure and eliminates the necessity to manually reassign the default headers directory.

o AutoRebuild
Version of 0.58 NOW lets you choose between AutoRebuild or not. This is an important option since rebuilds can be very time consuming and can really slowdown your work. Still, rebuilds are necessary in order to reassign textures in the Texture viewport, and to improve mouse-click brush selection in the Texture viewport. You may select this option from the Mode menu. If you choose to disable AutoRebuild, the editor will not force a rebuild on you. But if a rebuild is recommended, a little button will appear on the textured view. You don't HAVE to click it, but it will remain on the view until you either click IT or click the Rebuild button on the toolbar. If you have AutoRebuild disabled, the button will appear:
1. if you have three unsuccessful attempts to select a brush from the textured view 
2. anytime you manipulate a brush in any of the ortho views.

o AutoRebuild and Face Adjustment Mode
While AutoRebuild is enabled, all faces of the currently-selected brush will appear textured upon entry into Face Adjust mode. But, if AutoRebuild is disabled, all faces of the curently-selected brush will appear untextured upon entry into Face Adjust mode. A message box will remind you of this situation once each session and give you options for how to proceed. 

o Operations Involving Selections with Multiple Brushes
Version 0.58 NOW handles multiple-selections with greater fidelity. You may CLONE multiple-selections of brushes. You may ROTATE and MOVE multiple-selections of brushes, entities and all, without losing the individual attributes of each brush.

And in those cases when you WANT to set all members of a multiple-selection to be alike, you can still do that. When multiple brushes are selected, the Brush Attributes dialog appears on the Properties Panel, but all of the controls are disabled -- and it has done NO processing of the selected brushes. While in this Disabled mode, you may safely work with your group of selected brushes and they will keep their individual attributes. But you will notice a new button at the top of the Brush Attributes dialog with the label "Make All Same Type". It is enabled if more than one brush is selected. It is disabled if less than 2 brushes are selected. If you push this button, all the selected brushes will be converted to the same type. You may modify the attributes of the multiple-selections brushes and then apply those changes as before.

o Models Associated with Brushes
If you attempt to delete a brush that is associated with a model, the editor will notify you of this fact. A message box will appear giving you three choices on how to proceed. One choice will delete the model along with the brush. Another choice will delete the brush but not the model. The third choice will let you cancel the delete operation.

o Brush and Template Brush Simultaneous Select
Upon hitting the TEMPLATES tab on the Command Panel, previous versions would fail to unselect currently-selected brushes. This would result in simultaneous selection of installed brushes and the current Template brush. Any subsequent manipulation of the Template Brush would move the installed brushes too. This behavior has been eliminated.

o Adjusting Sky while Model Selected
Previous versions cause a General Protection Fault if the "Adjust Sky" button (on the Templates tab) was pushed while a Model was currently selected. This behavior has been fixed.

o Help
Help architecture installed -- but not yet populated.

o Tip of the Day
Tip of the Day feature is new in this version. Call it manually by going to Help->Tip of the Day.

THANKS to these G3D users for testing GenEdit-Classic ver. 0.58 prior to release:
Jason Darigan - JazzyKat
Kirbyx
Mike Stedman - hylixDrone
Dave Probert - Zingo
Brent Orford - Orf



Features new to version 0.57 (02-03-01)

o *.3dt sharing problem fixed.
In previous releases, the application would crash when loading *.3dt level files -- prepared on computers other than your own. This happened because GenEdit-Classic saves the absolute paths for *.txl files and headers directories. Now, if GenEdit-Classic is unable to find the default *.txl file, you will be prompted to select a path to a valid *.txl file. As a result, *.3dt files now can be shared more easily amongst development team members.

If the header path doesn't exist or if certain entities fail to load, you also will be prompted to adjust the path(s) to the level's correct header files.

o Persistent Template Brushes
The current version restores the most recent template brush for each of the stock template types. For example, if you shear or stretch an Arch template brush, choose and edit a Sphere template brush then return to the Arch, the previously modified Arch template Brush will reappear.

o Cloning Multiple Entities
Cloned multiple entities now STICK at their dragged-to locations. Select the entities you want to clone. Then <Shift + Left Click + Drag> .

o QuickViewer
QuickViewer now defaults to the 'No Collision Detection' setting.
QuickViewer now restores settings from previous QuickViewer sessions (only during a given GenEdit-Classic session).

Features new to version 0.55 (01-10-01):

o QuickViewer
QuickViewer now supports D3D, Glide and Software rendering. QuickViewer will manage the Glide and D3D drivers for you so you won't have to fiddle with renaming your drivers in order to get them to work. The driver selection method used by QuickViewer consists of swapping out driver *.dlls from the editor's root directory. This is a very stable and effective method for the time-being. Please place your video drivers files in directories according to the following instructions:

GenEdit-Classic Root Directory - SoftDrv.dll and softdrv2.dll files go here.
The Drivers subdirectory under the GenEdit Root Directory - D3DDrv.dll and GlideDrv.dll files go here.

An example directory tree looks like this:

GenEdit
  GenEdit.exe
  SoftDrv.dll
  softdrv2.dll
  other files
GenEdit\Drivers
  D3DDrv.dll
  GlideDrv.dll	

We have evaluated recent and more involved workarounds for the driver selection problem and have decided in favor of the current simple system. So please don't ask... Software rendering will occur in the QuickViewer window. You may stretch the window to any size you want prior to viewing and QuickViewer will fill it with your rendered level. You will also be able to specify the starting position of your camera. This is especially helpful in cases when your camera normally starts out inside a solid block from which you cannot escape. We have placed slider controls on the QuickViewer dialog that will let you quickly set a custom starting position.

o Texture Browser
Textures now are alphabetically displayed in the texture browser.

o Texture Eye Dropper (Pipette?)
While in Brush mode or Template mode, you may quickly find the individual textures used by your world's brushes. Press the <Shift> while moving your mouse cursor is in the Textured view. An Eye Dropper cursor will appear. Shift-leftClick while over any world brush and its texture will appear in the Texture Browser.

o Brush Naming
You may give individual brushes unique names (as you could in ver 0.5). Type in the new name for your selected brush in the Brush Attributes dialog box on the Properties panel. Remember to hit the <Apply> button for your new name to 'Take'. Brush names and Entity names now appear on the status bar as your mouse cursor passes over them in all three ortho views. This works in Brush mode while no tools are selected.

o Texture Scaling
You may now scale textures in tenths between the values of - 1.0 and 1.0 in addition to values beyond this range. Remember to choose Face Adjust mode while your brush is selected, in order to bring up the Face Attributes dialog box.

o Texture Locking
As far as we can tell, texture locking works.

o Entity Rotation
You may now rotate all your selected entities along with your selected brushes. That is, these world elements will now rotate together as a bloc. This means you no longer will have to re-position your entities after rotating brushes.

o Adjust Sky
The Adjust Sky dialog is a little easier to use. When you pick the 'Adjust Sky' button on the Templates Tab, the Adjust Sky dialog box opens as before. But NOW the Command Panel shifts to show the Textures tab. Still not the best system, but now you may freely scroll through your available textures using the texture browser, find the ones you want, then you can go to the open Adjust Sky dialog and spec them by name using the sky dialog's combo boxes (as before). What is new here is that NOW you don't have to remember the names of the sky textures you want. You will be able to see them.

o Texture Path
You now may manually type in the path to your *.txl file, in the Project, Level Options dialog box.


Features new to version 0.5 (12-15-00):
 
 o Redesigned User Interface
 o New Command Panel holds controls for Templates, Textures, Groups and Models
 o New Properties Panel holds attributes controls for Brushes, Faces, and Entities
 o Redesigned Texture Browser for faster texture selection
 o Mousewheel Zoom and Pan in all views and all modes
 o New Sky Editor for easier and faster sky design
 o New QuickViewer for viewing any Genesis3D *.bsp file during your 
      GenEdit - Classic session. View any level fullscreen using the Genesis3D
      rendering engine. Great for checking the progress of your level design. 
      Fly through your world and see how it's going.
 o Plugin feature demonstration. Future versions of the editor will fully
   support 3rd party plugin components to further extend and expand the editor.
 o New Color Selection facilities for assigning colors to viewports and groups
 o New MSDevStudio-style Header Browser to make finding your entities easier than ever
 o Right-click Context Menu while working in the viewports 
      (Ctrl-right-click while in textured viewport)
 o New Progress Bar for reporting the occurrence and status of Quick Rebuilds
 o Redesigned Console Panel with copy / load support for Windows Notepad.

Please direct your comments, suggestions for improvement, and bug reports to our forum accessible via www.Genesis3d.com.

Also, please remember that this is an early release and the file format may still change - so you may not be able to read levels created with this release with the final version of GenEdit-Classic.  

Enjoy!

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