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DeleD 1.71 Released!
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Mon Aug 20, 2007 6:47 pm    Post subject: DeleD 1.71 Released! Reply with quote

DeleD 1.71 Released!

And there you go: DeleD 1.71 has just been released, packed with lots of new cool stuff. Just take a look below to what it has to offer and get your LITE copy at the DeleD Product Page or DownloadeD if you're a PRO user. Also, PRO users get to enjoy a new brick texturepack contributed by JWatte! Kudos! Smile

Added features
- The Tag property of primitives, lights and materials now has a little (...) button that brings up a property editor, allowing for more convenient editing of multiple custom properties of any object.


- Polygons and vertices can also have tags / user properties (accessible through the Object Inspector)
- Subdivision of individual vertices, edges and polygons is now possible.
- Grow Selection & Shrink Selection commands for vertices, edges and polygons.
- The lightmapper now supports multiple file formats. Use uncompressed TGA as an easy-to-parse file alternative to .BMP, or use JPEG when file size is an issue.
- Individual lights now have an option to turn shadowcasting off for that light.
- Using the Object Inspector, vertex colors can be managed.

- The Magnet Tool for vertices facilitates easier modeling of natural and organic structures as can be seen here:


Changed functionality
- In 3D views, selected edges and polygons are now drawn using lines with a width of 2 units instead of just 1. Selections are better visible that way.
- Selection commands are now available under their own menu.
- Scenes containing unsupported texture formats are now properly loaded(for example, when trying to load a DeleD PRO scene into DeleD LITE). Unsupported textures are replaced with dummy color materials.
- Selected primitives are now marked bold in the scene inspector to make them easier to spot.
- The 3D textured view now features real-time lighting from the camera to enhance contract, just like in the solid view. It can be turned off from the options screen.

Fixed issues
- Lights (point, directional and spot) no longer have their names reset on loading a .dxs scene.
- The visibility of lights (hidden/non-hidden) is now stored when saving the scene.
- PNG's support now includes interlaced and 16-bit images (PRO only).
- The mouse movement threshold for the popup menu to be activated in the 2D and 3D views varied, it is now fixed to 2 pixels.
- Loading a lightmapped file with missing non-lightmap textures no longer triggers an 'Original material could not be resolved' error.
- The watermark preview in the screenshot options form updates properly when the opacity slider is moved.

Plugin SDK
- Every plugin that publishes a PluginInitialize function gets initialized with the main windows handle. This makes a tighter integration of the plugin within DeleD possible.


Last edited by Jeroen on Tue Aug 21, 2007 12:28 pm; edited 1 time in total
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elementrix
DeleD PRO user


Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Mon Aug 20, 2007 7:12 pm    Post subject: Reply with quote

Surprised Very Happy Very Happy Very Happy Very Happy Very Happy

Quote:
Subdivision of individual vertices, edges and polygons is now possible.


amazing Very Happy

Quote:
The lightmapper now supports multiple file formats. Use uncompressed TGA as an easy-to-parse file alternative to .BMP, or use JPEG when file size is an issue.


Thank you! Very Happy

Quote:
- Individual lights now have an option to turn shadowcasting off for that light.


Very Happy

Quote:
The Magnet Tool for vertices facilitates easier modeling of natural and organic structures as can be seen here


Surprised Surprised Shocked that will really help alot!

Quote:
The 3D textured view now features real-time lighting from the camera to enhance contract, just like in the solid view. It can be turned off from the options screen


maybe some day we will go to complete real-time lightning Very Happy so you don't have to wait for your lightmap Wink

amazing work guys , can't wait for the next update.
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mrniceguy
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Joined: 26 May 2006
Posts: 92
Location: The Netherlands

PostPosted: Mon Aug 20, 2007 9:18 pm    Post subject: Reply with quote

Looks good. Thanks for the update.

How can the Magnet tool be used? I can't find it in Deled.

Greetz.
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elementrix
DeleD PRO user


Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Mon Aug 20, 2007 9:41 pm    Post subject: Reply with quote

go to vertex mode and you will find it in the right corner of the "geometry commands" menu. But i don't know if you can also use it if you have lite.
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Mon Aug 20, 2007 10:01 pm    Post subject: Reply with quote

mrniceguy wrote:
Looks good. Thanks for the update.

How can the Magnet tool be used? I can't find it in Deled.

Greetz.
Go to vertex mode with an object selected. Select 1 vertex, and click the magnet option in the toolbar, where all the other commands are.
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Tue Aug 21, 2007 12:43 am    Post subject: Reply with quote

Got it. Now to see if it has a button that says: "make what I'm thinking". Laughing j/k
Great job guys as usual. Smile
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fangelico
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Joined: 21 Jul 2007
Posts: 86
Location: ARGENTINA

PostPosted: Tue Aug 21, 2007 2:24 am    Post subject: Reply with quote

Great job thanks !
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mrniceguy
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Joined: 26 May 2006
Posts: 92
Location: The Netherlands

PostPosted: Tue Aug 21, 2007 7:48 am    Post subject: Reply with quote

Got it. But can anyone give a hint how to use it?
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Jeroen
Site Admin


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

PostPosted: Tue Aug 21, 2007 9:45 am    Post subject: Reply with quote

Example for the Magnet tool:

- create a grid of, let's say, 20x20 points
- select it
- select one vertex of the grid
- select Magnet tool and set its properties
- move the vertex around in any of the 2D views

That's all there is to it. It's easy to create simple terrains with this. Smile
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Andreas233223
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Joined: 29 Jul 2007
Posts: 359
Location: Germany

PostPosted: Tue Aug 21, 2007 12:24 pm    Post subject: Reply with quote

good job, guys
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jwatte
DeleD PRO user


Joined: 26 Apr 2006
Posts: 513

PostPosted: Tue Aug 21, 2007 6:04 pm    Post subject: Reply with quote

God, you guys suck.

Oh, sorry, I meant "rock" :-)
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Starnick
DeleD PRO user


Joined: 28 Jul 2007
Posts: 611

PostPosted: Wed Aug 22, 2007 5:13 am    Post subject: Reply with quote

Nice Very Happy
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Grandmaster B
DeleD PRO user


Joined: 03 Jul 2007
Posts: 218

PostPosted: Thu Aug 23, 2007 6:44 pm    Post subject: Reply with quote

I love the vertex color support, but i wonder how you made the alpha channel to show up in the rendering in your image above? For me only colors will be rendered.

Also thanks for the tags and subdivision additions. Great!!!
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Thu Aug 23, 2007 7:41 pm    Post subject: Reply with quote

You have to set the blend operation of the first material texture layer to alpha blend for the alpha part of the vertex color to have effect.

The blend operation of any first material layer is special, because it defines the interaction of the primitive with the existing scene.

Also, note how transparent vertex colors don't trigger polygon sorting (yet), so things might not be rendered in the correct order if you use them.

This is all a bit tricky and needs to be both polished and documented, but for now I hope this clears things up. Very Happy
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jwatte
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Joined: 26 Apr 2006
Posts: 513

PostPosted: Thu Aug 23, 2007 7:56 pm    Post subject: Reply with quote

Quote:
The blend operation of any first material layer is special, because it defines the interaction of the primitive with the existing scene.


That makes little sense, because the actual hardware pipeline is:

Vertex Color --> First Texture --> Second Texture ... --> Framebuffer Blend

I would assume that the blending mode of the first texture layer would define what to do about vertex colors (which is something DeleD should support, btw :-)

Ideally, in the material, you should have a separate "framebuffer blend mode" setting which would be one of the following:

decal: SRC_ALPHA, ONE_MINUS_SRC_ALPHA
add: ONE, ONE
modulate: DST_COLOR, ZERO
premult: ONE, ONE_MINUS_SRC_ALPHA

I love the premult blend mode, btw, because it allows you to paint alpha that morphs between additive (zero alpha) and overlay (one alpha); great for flames and smoke for example.
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