Fabrice , you are the best ! On Sun, Apr 4, 2010 at 10:28 PM, Fabrice3D <[email protected]> wrote:
> Hi all, > > A new update, v1.311 is available, next Prefab launch, you'll be prompted > for this update. > > What's new in this version: > > - User image load added to log from renderings pane > - Added quarterFace/splitface/triFace from geometry menu > - Added visible on/off > - Added swap renderers basic, intersect and z-sorting for test purposes > (since 1.217) > - Interface update. Object properties merge with main view > more ui/interfaces changes and improvements will be added in future updates > - Added UV cropper for selection and entire project > --> what is this? > You are have probably remarked that very often, the square area defined on > sourcemaps by the uv's is not allways optimal. > As a result you do load allways extra % bitmap source for nothing. No > matter how big or small your map is, you allways load that extra for > nothing. > Cropping the image in Photoshop or other after the uvmapping was made, > simply means, that you will need to redo your uvmapping. > This new feature does it all in one single pass for you. Of course, you > need to use it only in the final stage of your project. > In most test models cases I have on my machine, it was generating a saving > on data. > > - Added transparency support for raytracer > --> this means, that now, shadows will no longer be full shadows if the > source has alpha values lower than 255 > bellow this value for the next 2 hittest (hardcoded value for now), the > lightcolor value and the color found at the hit map pixel will be merged > There are still few issues I need to solve tho, but it already allows you > to prebake with way more realism than before. > > - Added selection of mesh(es) from pane renderings list > --> selecting from mesh into the scene was selecting the rendering's row. > Now if you press the number btn, (left of row) it will select the mesh > selection row body's still allows you to select sources to apply to another > mesh a shared source. Its a simple, but friendly feature. was simply > missing. > > - Added lock all/unlock all in rendering list. Busy working atm on a > project with over 130 maps, setting the btns on/off was just too painfull. > > Fixes: > - Tab order fix interface > - rescale bug on huge maps > - revolving awd files urls for maps on Windows on discs other than C: > - export single/all maps from rendering list, respects transparency now > instead of only jpg exports > - double increase on unique names generation fixed. Totally respects new > imports. > - reverseface normals at mesh and scene level, works the way it should > (visible in video bellow) > - Objectmanager desapeared, functions relocated to geometry menu and under > new tab properties. > - Fixed missing dot support for packagenames in AS3 and AS3 lite exports > - Fixed wrong extension for png export in AS3 exporter > > What's new inside, but not enabled yet (but will very soon once trunk is > merged) : > - BSP/PVS generator > - BSP/PVS to .awd > + project AS3 > > Here a little video about this new baby > http://www.youtube.com/watch?v=VH3etYMjf94&feature=player_embedded > > - plugins and projects > You might notice that the new update generates empty folders prefab3d in > your document directory. > This means, that you soon should be able to save a prefab project, where > both sources, renderings, all maps, lights and whatever you have set for a > project > will be saved for reedit. The projects will be saved in this folder. > > As usual, this update is "as is". More new features and fixes next time! > :) > > Enjoy! > > Fabrice > > -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com Tel:054-4962254 [email protected] [email protected] skype:sasmaster1980 -- To unsubscribe, reply using "remove me" as the subject.
