| Changes since previous version |
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| MD3 swap texture-coordinates UV-ST option added: |
| | For swapping texture-coordinates from ST to UV, or vice versa. |
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| Display of groundplane & axis option added: |
| | The groundplane is the "floor". It's positioned at the same height as the model's origin.
The (positive) axis coloring: X-axis = red, Y-axis = green, Z-axis = blue. |
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| Small fixes: |
| | Some minor fixes were made for problems related to: file-in-use, screen-flickering, INI-save/restore, texturing.. |
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| Previous changes/additions/fixes |
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| MDM recalculate surface-normals option added: |
| | This options lets You calculate the surface-normals for MDM playermodels.
It also works for playermodels that are converted into MDM on load-time. |
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| Adding tag-axis (direction) option added: |
| | It is possible now to manually add tags that are not aligned on the default axis.
You can enter the 9 values for the 3 different axis (X,Y,Z) now.. |
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| Game PAK handling fixes: |
| | If one of the PAKs did not contain a relevant file, the open-dialog did not open anymore.
There were also some other related issues, which also should be solved now.. |
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| Game PAK search list added: |
| | The tool will search all the listed game PAK-files for needed files such as textures, shader and/or models.
This option makes the tool more easy to use for people who do not model for Wolfenstein-ET (only).
Any Quake3-based game that uses PAK-files (*.pk3) is therefore supported..
The user can maintain the list; Add other PAK-files & remove files from the list. |
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| tcMod bug fixed: |
| | There was a bug in the previous code, which displayed some models incorrectly. |
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| Drag'n'Drop: |
| | The following filetypes can also be drag'n'dropped onto the tool's window: MS3D, ASE. |
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| Mouse Control Type: |
| | On-screen model rotation handling method added.
It provides another, likely for most people a more intuitive way of rotating the model on screen.. |
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| ASE loading improved: |
| | An ASE-model that would exceed the MD3 coordinate-limits (-511 to 511) can now be scaled down so it can be saved as MD3. |
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| Editing surface-names option added: |
| | It is now possible to change the surfacenames.
Select a surface from the list, edit the name, and press ENTER to confirm the changes.. |
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| Some tcMod shader-features added: |
| | Shaders that use tcMod scroll and/or tcMod rotate do now show scrolling and/or rotating textures. |
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| Alpha-channel textures handling improved: |
| | Displaying of transparent/translucent textures is improved, which makes it look much better now. |
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| Drag'n'Drop: |
| | The following filetypes can be drag'n'dropped onto the tool's window: MD3, MAP, MDS, SKIN, MDM/MDX.
Drop only 1 file when using MD3,MAP,MDS or SKIN files.
Drop 2 files at once when using MDM/MDX files. |
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| Mirroring MD3 models routine corrected: |
| | The mirroring of MD3-model along the X-,Y- or Z-axis is now correct. |
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| Reverse triangle winding option added: |
| | The winding of triangles can now be reversed (CCW->CW, CW->CCW). |
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| Loading Milkshape files option added: |
| | Milkshape .MS3D files can be converted to MD3.
No animations, skeleton/bones nor tags are supported yet..
There is however an automatic scale-down feature, in case the model would exceed the MD3-boundries. |
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| Loading 3DSMax ASCII files option added: |
| | The old 3D-Studio .ASE files can be converted to MD3.
No animations are supported yet.. |
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| MAP to MD3 convert: |
| | Textures of any dimension can be used.
Place custom textures in the same folder as the .map You want to convert, or use ET-textures..
Adding tags improved, also saving tags (as .tag file) is now possible
Brush-planes to face-vertices routine slightly improved.
Calculation of texture-coordinates improved. |
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| Shaders: |
| | Shaders with only translucent textures are no longer displayed translucent when they also contain a lightmap-stage. |
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| Known issues |
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| Wolfenstein-ET Churchill tank: |
| | The undamaged Churchill tank is displayed incorrectly because of some shader-issue.
The damaged Churchill tank however, which uses the very same shader, is displayed correctly..
And i just can't see why this happens. |
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