Finally, here is the first version of DAEnerys that can actually be called an editor!
There are many new features, but this is quite understandable as the last release is 3 months old. Although I was busy with real life and the Map Editor for a large part of that time.
Every time DAEnerys starts (or you press the “Check for updates” button), this thing will fetch a little text file from Bitbucket and compare the number in it with your current build. Depending on the outcome, you will get a window asking you to download the newest zip by pressing a button.
You can now export the DAE to a HODOR-friendly COLLADA-file. This also cleans up your structure a bit.
Disclaimer: Animations don’t get exported/imported yet, so always have a backup of your work!
####Ship mesh editing
You can add new ones, edit their LOD models, import from OBJ, export to OBJ, assign materials, reparent, and change their names.
Disclaimer: As OBJ does not support multiple UV-channels, the second one gets lost when exporting your mesh. I plan to also add exporting single meshes to a DAE-file (maybe even Blender-friendly).
You can change the shader, the texture format, change the name, browse for the DIFF-texture, remove materials and add new ones.
Tip: There is no “refresh textures”-button yet, you can do this by clicking on the shader combobox and just choosing the same shader again.
DAEnerys also takes your REFL-map into account, you can choose from the available cubemaps in the Settings window. (Even custom ones, if you add the data path)
Yeah, I finally implemented them. You can now look at them with a neat GUI and 3D-visualization (Screenshots are at the bottom). However you can’t edit them yet. (Like all things except ship meshes and materials)
- Added problem when diffuse textures have invalid names, it crashes HODOR without any information.
- Many additional problem checks when importing.
- “Progress”-slider for the ore shader.
- Added warning when a shader doesn’t exist.
- “New”-button at the top. (It clears the scene)
- Optimizations in the texture loading process, now DAEnerys should be able to load much larger textures without running out of memory.
- Fixed wrong problem creation on some texture names.
- Fixed some RAM-holes.
- Fixed some shaders. (like shipglow)
- Fixed wrong bounding box calculations. (Clipped the mesh sometimes)
- Fixed a bug with joint and marker names.
- Sped up importing process by replacing the ugly string manipulations for Blender-exported DAEs.
- Fixed that files that are not images were considered as textures.
- Countless, countless other bugs that you probably don’t care about.
With this version you can actually create ships only using DAEnerys, HODOR, an OBJ-file and some textures.
(See the post above this one)
But please note (if you haven’t already) that you can’t edit joints, dockpaths etc. just yet. But it’s really just a matter of creating a GUI for these things.