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RussW Member
Joined: 27 Jun 2007 Posts: 7
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Posted: Wed Jun 27, 2007 9:13 pm Post subject: per-polygon user info |
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Is there any way of adding user information in any form to polygons?
If not can I request this as a feature please ?
The only way I can see at the moment would be to make each polygon an object and add a comment or tag.
I'm trying to edit levels of a game engine that requires each polygon to have (32-bit) flags associated with it.
I've converted the levels to dxs file format but can't see a way round this problem.
Any help or suggestions appreciated.
RussW |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Wed Jun 27, 2007 9:34 pm Post subject: |
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User info per polygon... I can see the advantages in a level-editing environment but this is the first time it's being requested. Does anybody else see the usefullness of this?
Perhaps a plugin for this would be an idea... |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Thu Jun 28, 2007 3:14 am Post subject: |
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Maybe a workaround would be to use the material editor for that and to assign a second material (color, inactive) to the polygons. Materials have user info tags, too. _________________ Behold! The DeleD Wiki! Please help us expanding it
DeleD on IRC |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Thu Jun 28, 2007 7:23 pm Post subject: |
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A plug-in could be done... IF the plug-in interface allowed us access to the sub-selection level :-)
Ideally, you'd also allow data per face (and per vertex) to be persisted with the object, and go away/get cloned based on user interaction (i e, more callbacks to the plug-in).
What I do when I need these properties (for collision, triggers, etc) is tag them with a special material (texture) and then map material to surface properties outside of DeleD. |
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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Tue Jul 10, 2007 5:59 pm Post subject: |
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Think this would be great!
It could help alot in collision detection. You can build a very nice level with Deled, but without collision detection it will be quite useless.
being able to mark specific polygons as "solid" will make creation of collision hulls much easier.
This is also usefull when you use shaders
I think you can do tons of things with per polygon userinfo, and i like the feature to be implemented. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue Jul 10, 2007 6:33 pm Post subject: |
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For exactly that purpose I would definitely choose to use a specific material (copy of the original material with _solid in the name and custom properties to recognize it), as Mr Fletcher suggests. I'd probably make it stand out visually too, to make it easier to recognize.
Managing individual polygon properties is a pain (as a rule of thumb, any object that contains more meta data than actual data is usually a bad sign ). But enough whining and complaining, if we stumble upon a nice way to blend this into the GUI we might implement this really soon, because there is real reason why this shouldn't be possible. |
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RussW Member
Joined: 27 Jun 2007 Posts: 7
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Posted: Tue Jul 10, 2007 10:28 pm Post subject: |
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Thanks for the material layer as polygon flags suggestions.
I hadn't noticed that disabled layers appeared in the dxs file.
Should make some better progress now
Would adding a "tag" command to the polygon editing menu
that allowed a string or integer to be assigned to all selected polygons work for the GUI ? |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Jul 11, 2007 7:26 am Post subject: |
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Shh, don't tell anyone, but I kinda implemented it already. I'll post screenshots when I get to it later today...
There you go. Available from 1.71 onwards, polygons now have a tag /user properties:
No final date on 1.71 yet, but I'm sure it won't be long... |
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RussW Member
Joined: 27 Jun 2007 Posts: 7
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Posted: Wed Jul 11, 2007 4:45 pm Post subject: |
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Excellent work ! Thanks |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Thu Jul 12, 2007 11:09 am Post subject: |
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Neat! How do you access that in the XML exporter interface? Do I have to ask for it specifically, or will I get it no matter what? |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Jul 12, 2007 11:34 am Post subject: |
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You'll get it no matter what, it's an optional <tag> inside <poly>. |
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