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Zitat von Liker
I did not know about this feature, but it could work in a wrong way. I will return this option in the next version.
Ah, I see, set canCompileWorldAgain=1 in spacer_net.ini file
I'm not sure if this is the right way to change mesh, so I put in into a option.
it was just for recompile the world. the use is the same like the "Open as uncompiled", just a quicker way
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Yes, u combine all 3ds and export them as one 3DS file.
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1.10 Updated
- Updated language icons (thanks to Feuerbarde)
- Fixed a bug where PFX effects would not play after selecting them in the effects list
- Fixed minor bugs with the Particle Editor
- The trafoOSToWSPos field is now set as a single line, rather than 3 separate values
- The text field for entering a property is now expanded to the end of the window width
- When copying fields to the middle mouse button, the copied text is now also written to the console
- Added check for exe version of files so that Spacer cannot be launched on an unsupported version of the game
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Neuling
Zitat von Liker
Yes, u combine all 3ds and export them as one 3DS file.
I compiled the merged mesh as you recommended.
But now all water textures are just solid and also some NPCs seam to be bugged in game.
What did I wrong?
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Zitat von NezzarG12
I compiled the merged mesh as you recommended.
But now all water textures are just solid and also some NPCs seam to be bugged in game.
What did I wrong?
Do u have material filter set up? Well, it u can use old method just use it.
All materials settings have to be set up in Materials Filter (only 1 time), then location has to be recompiled
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Neuling
Zitat von Liker
Do u have material filter set up? Well, it u can use old method just use it.
All materials settings have to be set up in Materials Filter (only 1 time), then location has to be recompiled
I've just found a method that works for me. I load the World.zen, compile the world and light, and then afterwards add the vobs.
Thanks for your help and your Spacer. Really makes modding Gothic much easier .
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Updated 1.11
- Fixed a bug where the list of vobs would freeze when copying the Global Parent
- Fixed a bug where Spacer would freeze when copying the Global Parent
- The option "place the vob perpendicular to the polygon" in the "Object Sower" now works, a minor bug has been fixed
- Added a new option in the "Object Seeder" to insert a new wob directly into the Global Parent
- When deleting a vob, the voblist window is no longer cleared; only the deleted vob disappears from the list
- Added a new window to search for errors in ZEN (new R icon)
- zCVobLight can now also be collected in the vobList window (container)
- Added a new option in the Vob Search. Now vobs (with selected properties) can be searched within a radius
- Added the ability to set a selection filter to Decals / PFX & Decals
- Added check for valid names. Space characters must not appear in the name of a vob.
- Added Czech translation
Geändert von Liker (27.04.2024 um 10:12 Uhr)
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Aktueller Zustand: Bin zuhause, viel am schlafen aber sonst geht es. (PMs hole ich dieses Wochende nach)
Pflegestufe 3 ist DURCH !!!, Behinderten Prozente 100% mit Begleitung Bearbeitung, physisch und psychologisch arg angeschlagen.
[Bild: 47439305ao.png]
Geändert von Feuerbarde (27.04.2024 um 13:07 Uhr)
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Zitat von Feuerbarde
I can't see the mouse in Spacer.NET, do you have any idea why that might be?
Du darfst nicht den normalen Renderer nehmen, schaue auf dem Gdrive da ist die spezial Version mit zum Donwload.
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Zitat von neocromicon
Du darfst nicht den normalen Renderer nehmen, schaue auf dem Gdrive da ist die spezial Version mit zum Donwload.
Den Verdacht hatte ich auch schon, OK das kann ich korrigieren. Danke Dir! Ich habe ERST den normalen (derzeit aktuellsten) DirectX Renderer in die betreffende Gothic II Installation kopiert - und dann die DirectX 11 Dateien die ZUM Spacer.NET gehören, da nach mal drüber - das ist so falsch?
Aktueller Zustand: Bin zuhause, viel am schlafen aber sonst geht es. (PMs hole ich dieses Wochende nach)
Pflegestufe 3 ist DURCH !!!, Behinderten Prozente 100% mit Begleitung Bearbeitung, physisch und psychologisch arg angeschlagen.
[Bild: 47439305ao.png]
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Zitat von Feuerbarde
Den Verdacht hatte ich auch schon, OK das kann ich korrigieren. Danke Dir! Ich habe ERST den normalen (derzeit aktuellsten) DirectX Renderer in die betreffende Gothic II Installation kopiert - und dann die DirectX 11 Dateien die ZUM Spacer.NET gehören, da nach mal drüber - das ist so falsch?
Spacer works with dx7
If u need Dx11 for vobbing then use special version (in the topic)
Read the manual in this topic. No mouse = first launch the game for the first time or set resolution in gothic.ini
Geändert von Liker (29.04.2024 um 06:45 Uhr)
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Updated 1.12
- Location error reports can now be saved to a text file
- Fixed a bug where when opening the particle editor window the current effect was not selected
- The SpacerNET splash screen has become smaller in size
- Vob names in the form of SPELLFX_ vob are no longer reported as errors
I'm taking a pause with SpacerNET development. Most bugs were fixed, features added.
If you find any bugs, them write them here
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Updated 1.13
- 3D models (new and missing) have been added for help-vobs. Thanks D36 and LevLion
- Minor fixes in the error report window
- Mouse wheel now works for Gothic 1 (for fast camera movement)
- For MobInter vobs, slots are now shown where the hero can interact with them. It is useful to know where the vob has an interaction point, such as an ore vein or chest. This option can be disabled by setting bShowMobInterSlots = 0 in spacer_net.ini
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Updated 1.14
- Added a new keyboard shortcut: SHIFT+Z (can be customized), allows you to place the vob in the center of the parent vob. Convenient if you need to place the embedded vob in the center
- Minor bug fixes
- Added support for loading ZEN if the file is a symbolic link
- When the triggerTarget changes, the Triggers window is now updated, and the visual line showing the trigger is also updated
- Trigger lines to target and source are now drawn through walls
- Added a new alert in the search window: error when a vob's name matches its visual
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Lehrling
Is there any option to fix frozen water after using macros?
Edit: Nevermind, i had wrong materials library, sorry.
Geändert von rezu93 (21.05.2024 um 16:59 Uhr)
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1.15 Updated
- Minor bug fixes
- Added a new window - Vobs Catalog (icon "C"). In this window you can collect a database of visuals (visual) vobs (for zCVob) and sort them into groups. This is convenient if you don’t want to remember the names of the visuals every time. The database is stored in the file _work/tools/vobcatalog_spacernet.txt
First, create a group, then add a new vob visual to it.
Collision fields and staticVob are also available for vob
When you select a visual, its 3D model is shown - The vob visual information mode now works for 3D model previews (if a vob is selected, then priority about the visual will go from it)
- Now the output of information about the vob visual can be moved around the screen, settings for spacer_net.ini
showVisualInfoX = 0 .... 8000 (horizontal)
showVisualInfoY = 0 .... 8000 (vertical)
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