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WEDB improvments
WEDB has got two tools for slicing and cutting blocks. "Slice (line)" cuts the selected block or group, while "Slice (plane)" cuts the whole group along a plane.
ent_status(entity, mode)
Returns lots of information about the entity.
var vertices; var total_vertices; var squares_x; var squares_y; var triangles_main; var triangles_lod1; var triangles_lod2; var triangles_lod3; var num_skins; var mesh_subsets; var skins_per_subset; var anim_frames; var num_bones; var tchunks_mblocks; var lod_meshes;
BMAP* pointer_tga = "pointer.tga";
function mouse_startup() { mouse_mode = 2; mouse_map = pointer_tga; while (1) { vec_set(mouse_pos, mouse_cursor); wait(1); } }
function entinfo_startup() // touch the entity with the mouse pointer to retrieve the info { while (1) { vertices = ent_status(mouse_ent, 0); total_vertices = ent_status(mouse_ent, 1); squares_x = ent_status(mouse_ent, 2); squares_y = ent_status(mouse_ent, 3); triangles_main = ent_status(mouse_ent, 4); triangles_lod1 = ent_status(mouse_ent, 5); triangles_lod2 = ent_status(mouse_ent, 6); triangles_lod3 = ent_status(mouse_ent, 7); num_skins = ent_status(mouse_ent, 8); mesh_subsets = ent_status(mouse_ent, 9); skins_per_subset = ent_status(mouse_ent, 10); anim_frames = ent_status(mouse_ent, 12); num_bones = ent_status(mouse_ent, 14); tchunks_mblocks = ent_status(mouse_ent, 16); lod_meshes = ent_status(mouse_ent, 20); wait (1); } }
PANEL* info_pan = { layer = 15; digits(10, 10, "Unique vertices: %.f", *, 1, vertices); digits(10, 30, "Total vertices: %.f", *, 1, total_vertices); digits(10, 50, "Terrain mesh squares on x: %.f", *, 1, squares_x); digits(10, 70, "Terrain mesh squares on y: %.f", *, 1, squares_y); digits(10, 90, "Triangles on the main mesh: %.f", *, 1, triangles_main); digits(10, 110, "Triangles on the 1st LOD mesh: %.f", *, 1, triangles_lod1); digits(10, 130, "Triangles on the 2nd LOD mesh: %.f", *, 1, triangles_lod2); digits(10, 150, "Triangles on the 3rd LOD mesh: %.f", *, 1, triangles_lod3); digits(10, 170, "Number of skins: %.f", *, 1, num_skins); digits(10, 190, "Number of mesh subsets: %.f", *, 1, mesh_subsets); digits(10, 210, "Number of skins per subset: %.f", *, 1, skins_per_subset); digits(10, 230, "Number of animation frames: %.f", *, 1, anim_frames); digits(10, 250, "Number of bones: %.f", *, 1, num_bones); digits(10, 270, "Terrain chunks / map entity blocks: %.f", *, 1, tchunks_mblocks); digits(10, 290, "Internal LOD meshes: %.f", *, 1, lod_meshes); flags = visible; }
New WED menus
Wed's "Preferences" are structured in a more logical way now.
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