JKW-ZED (and JED-related)     (Moderator: ZeqMacaw) Previous Topic | Next Topic
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ZeqMacaw
Site Admin
Post 15-Mar-2006 18:01        

ZED is a recompiled version of JED 0.951, using the available JED 0.951 Delphi source code.

At some point, the features of ZED will be converted to C++ and merged with the rest of JKW.

Discuss any features you want to see in ZED.

Last edited by ZeqMacaw on 24-Mar-2006 22:02; edited 2 times in total
ZeqMacaw
Site Admin
Post 15-Mar-2006 18:02        

Shred's suggestions from the 3DO LOD Tool project:

Extra Light adjustment - Whenever I export out of JED, my 3do is fully lit, because it defaults to having the faces flagged with extra light. (or maybe this should be a Zed thing?)

2 sided face Flag toggle: 0x0001 has to manually be set in a text editor right now. Translucent 2 sided = 0x0003

Insert Offset editor: If you could see the insert offset and place it like a node that would be awesome.
Post 15-Mar-2006 21:59        

So, what are the new features of ZED (so far)?

Last edited by SG-fan on 16-Mar-2006 00:07; edited 1 time in total
Post 15-Mar-2006 23:58        

You're probably way ahead of me and already have this planned, but just to be sure:

I would like to see the ability to recreate a flawless .jed (.zed?) file from a .jkl. (Which is something Jed really cannot) Or do we no longer need .jed files?

By the way, my compliments on this new endeavour.
ZeqMacaw
Site Admin
Post 16-Mar-2006 04:27        

Current features added or changed from JED:
- no CD checks
- 200 undo's
- no disabling of Undo when calculating lighting (Note that Undo does not actually undo the lighting calculations themselves.)
ZeqMacaw
Site Admin
Post 16-Mar-2006 04:31        

ZED currently only replaces the jed.exe with zed.exe, so .jed files are still used. (You can have both exe files in the folder at the same time, in case you feel the need to use JED instead of ZED.)

Q: Can one "recreate a flawless .jed (.zed?) file from a .jkl"?
A: Perhaps, this tutorial is what you need.
Post 16-Mar-2006 15:55        

This technique, unfortunately, does not create a master.tpl file. So setting up custom templates must still be done by hand =\
Post 24-Mar-2006 19:20        

Hi.
Testing out ZED. And I come with some suggestions.

1. A refresh button on the 3D preview window for when somethings aren't refreshed light the hide and show layer options.

2. A fix for the 3D preview Direct3D options. When I select Direct3D HAL, my view is fast, but I can't select anything in it.

3. When cleaving, the line is slightly under the grid dots. Did someone request this, or? And we have an option for it?

And that's all I've found for now.

/Edward
Post 07-Apr-2006 21:37        

Found a fault! When I select a light, and then move the view, the ring that shows the range disappears.

Just thought I'd let you know.

/Edward
Post 08-Apr-2006 03:49        

What's your renderer for non 3d preview? I've found that the non-software ones will sometimes behave oddly.
Post 08-Apr-2006 10:39        

LKOH_SniperWolf wrote:
What's your renderer for non 3d preview? I've found that the non-software ones will sometimes behave oddly.


Ok, so it was that. I had OpenGL as my non 3D preview. Once changed to Software, I saw the ring range, and point 3 in my previous post was cleared up.

/Edward
Giraffe
Site Developer
Post 24-Apr-2006 13:32        

Ability to select the primary vertex of a sector. That is, the vertex that is the snapping point for the sector when snapping to the grid - the one that shows up when the sector is selected. One of my building techniques with PP can destroy the primary vertex before reconstructing it. Being able to move the primary vertex back to where it was before would be hugely beneficial.
Post 24-Apr-2006 14:11        

Speaking of vertex snaping, JED only snapped to verticies when the grid was close to the verticies to snap to, for ZED, I would really appriciate it if you could have a more....universal snappage to a vertex.
Giraffe
Site Developer
Post 25-Apr-2006 09:34        

I've found a not too awkward workaround for that problem. Select the surface that the vertices you want to snap to are located on, and Move Grid to Object from the menu. Do your cleaving, and then move the grid back by having an object at the origin to move the grid to.

Snapping to vertices not on the grid could lead to more confusion because the cleave is marked out in the plane of the grid, and cuts in an infinite line normal to the grid. Marking it out with vertices not in the plane of the grid is going to fubar things in many cases I would expect. (Not from the maths of it pov, more from the use of it)
Post 22-May-2006 22:49        

lol, what happend to the saber when you press 'c' to cleave? It still cleaves, but it remains as an arror instead of converting to the old black and white lightsaber.
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