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per-polygon user info

 
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RussW
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Joined: 27 Jun 2007
Posts: 7

PostPosted: Wed Jun 27, 2007 9:13 pm    Post subject: per-polygon user info Reply with quote

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
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Wed Jun 27, 2007 9:34 pm    Post subject: Reply with quote

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... Wink
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Mr.Fletcher
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Joined: 07 Aug 2004
Posts: 1772
Location: Germany

PostPosted: Thu Jun 28, 2007 3:14 am    Post subject: Reply with quote

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.
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jwatte
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Joined: 26 Apr 2006
Posts: 513

PostPosted: Thu Jun 28, 2007 7:23 pm    Post subject: Reply with quote

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
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Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Tue Jul 10, 2007 5:59 pm    Post subject: Reply with quote

Think this would be great! Razz

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 Smile
I think you can do tons of things with per polygon userinfo, and i like the feature to be implemented. Wink
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Tue Jul 10, 2007 6:33 pm    Post subject: Reply with quote

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 Very Happy). 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. Very Happy
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RussW
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Joined: 27 Jun 2007
Posts: 7

PostPosted: Tue Jul 10, 2007 10:28 pm    Post subject: Reply with quote

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 Smile

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 ? Very Happy
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Paul-Jan
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Joined: 08 Aug 2004
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Location: Lage Zwaluwe

PostPosted: Wed Jul 11, 2007 7:26 am    Post subject: Reply with quote

Shh, don't tell anyone, but I kinda implemented it already. I'll post screenshots when I get to it later today... Wink

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
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Joined: 27 Jun 2007
Posts: 7

PostPosted: Wed Jul 11, 2007 4:45 pm    Post subject: Reply with quote

Excellent work ! Thanks Very Happy
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jwatte
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Joined: 26 Apr 2006
Posts: 513

PostPosted: Thu Jul 12, 2007 11:09 am    Post subject: Reply with quote

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
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PostPosted: Thu Jul 12, 2007 11:34 am    Post subject: Reply with quote

You'll get it no matter what, it's an optional <tag> inside <poly>.
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