![]() ![]() ![]() Updated the Value Editor to support the following chunk types:Ĭhangelog for Lucas' Pure3D Editor Model XML Format Blender Add-onĪdded compatibility for XML files that were exported from the Pure3D editor when a referenced Shader was missing.Renamed "Unknown" to "Classtype Identifier".Renamed World Effect to Particle System 2.Renamed Wall Collision Container to Fence.Renamed Static World Prop to Inst Stat Phys.Renamed Static World Mesh to Static Entity.Renamed Static Mesh Collision to Static Phys.Renamed Static Collisionless World Prop to Inst Stat Entity.Renamed World Bounds Minimum to Minimum.Renamed World Bounds Maximum to Maximum.Renamed World Mesh Limit to Anim Entity Limit.Renamed Ped Node Segment Limit to Path Segment Entity Limit.Renamed Road Node Segment Limit to Road Segment Entity Limit.Renamed Wall Collision Limit to Fence Entity Limit.Renamed Characters, Cars and Breakable World Prop Limit to Dyna Phys Entity Limit.Renamed Ground Collision Limit to Intersect Entity Limit.Renamed Static World Prop Limit to Static Phys Entity Limit Panel: Tool shelf Tools Surface tools Curve: Switch Direction.Renamed Static World Mesh Limit to Static Entity Limit.Renamed Road Node Segment to Road Segment.Renamed Prop Instance List to Instance List.Renamed Particle System 2 to Particle System.Renamed Particle Emitter Type to Inst Particle System.Renamed Old Particle System to Particle System Factory.Renamed Locator 2 Matrix to Locator Matrix.Renamed "End Intersection Locator Node" to "End Intersection".Renamed "Start Intersection Locator Node" to "Start Intersection".Renamed Intersection Locator Node to Intersection.Renamed Ground Collision 3 to Intersect Mesh 2.Renamed Ground Collision 2 to Intersect Mesh.Renamed Car Camera Data to Follow Camera Data.Renamed Explosion Effect Type to Breakable Object.Renamed Dynamic World Mesh to Anim Coll.Renamed Cube Shape to Road Data Segment.Renamed Breakable World Prop 2 to Anim Dyna Phys.Renamed Breakable World Prop to Dyna Phys. ![]() Renamed Breakable Drawable 2 to Anim Dyna Phys Wrapper.Renamed Breakable Drawable to Anim Obj Wrapper.Added a name for Collision Wall chunks.Added a name for Animated Object Factory chunks.Added a name for Animated Object Animation chunks.If you'd like, you can enable View > Use Legacy Names to use the old names. Updated the names of various Chunk types and Chunk values to Radical's official names.Updated the Import Model XML tool to ignore weights of 0.Updated the model chunk viewer to show environment maps on Skin chunks with a Version other than 3.Updated the Locator Editor and the Value Editor to show "Event" and "Parameter" instead of "Unknown" and "Unknown 2" on Type 0 locators.Updated the Frontend Viewer to respect the Native X and Native Y values of Sprite chunks.Updated the Edit Rotation tool to be supported on Skeleton Joint chunks.Fixed an issue where Set chunks (Random Textures) were removed when using the Convert To Shop Preview tool.Fixed an issue where the Visible value inside State Prop VIsibilites Data was treated as a block of data instead of an Integer.Fixed a crash when exporting if an Old Primitive Group references a Shader that doesn't exist.Fixed a crash when exporting meshes/skins with no UV list.Fixed a crash when copying or cutting a chunk that happened on occasion.We're also releasing Lucas' Pure3D Editor Model XML Format Blender Add-on 1.1.1 with fix related to a change in the Pure3D editor. Thanks.Today we're releasing Lucas' Pure3D Editor 4.1.2 with several bug fixes and changes. I hope everyone learns something useful!Ĭomments, questions and discussion are all welcome on this thread, but if you’d like to post a recipe yourself, please PM me first so I can make sure it follows format. Some things will be geared toward beginners, and some things will be targeted towards advanced users. I want to keep my cookbook as relevant as possible, and having things go out of date next week is not the best way to go about this. For instance, rather than a post on “how to make a flower”, there should be a post on “phyllotaxis pattern”, and a seperate post on “petal modeling”.Īlso, as much as I like experimental versions, I’m going to stick to stable releases. These “recipes” should not be long enough for a tutorial, but should have significant value and an applicable use-case. Plus, it will be easier to search the page for specific recipes. I originally started posting them in the geometry nodes development thread, but they really belong in their own topic. Thought it would be a cool idea to log and share some of the little useful tips and tricks I’ve learned through my experience with Geometry Nodes, both for my own purposes, and for other people. ![]()
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