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#editor

adrientd
But at least the rotation works, just the degrees displayed are wrong.
pegperegogaucho
Maybe a fix would be to keep the original matrix once you start manipulating instead of getting the new one every time? :FrogThinking:
adrientd
Yes you're right, I think we could just create the matrix during the selection constructor, and ImGuizmo will only modify this matrix, and we update the beacon orientation from the matrix, without recreating the matrix every frame. That could work.
pegperegogaucho
I just tested, it already works much better!
Download 2024-12-16_22-38-27.mp4:



pegperegogaucho
I'm not sure if we talked about this before, but it would also be nice to have the option to manipulate in local space.
adrientd
Yes that looks better.
adrientd
Any use case?
adrientd
The only thing I see is if you want to move an objects forwards to its direction.
pegperegogaucho
That is the use case indeed 👍
pegperegogaucho
Also scaling rotated objects
pegperegogaucho
And rotating around the x acis
pegperegogaucho
Creating a new parameter in the MsgAction window also seems to crash the editor?
adrientd
Huh I didn't know, and I don't think we need to add parameters to actions anymore? Since changing the action type already creates the right parameters, and I think we already covered all of them.
adrientd
Same to changing the type of a parameter.
pegperegogaucho
Yup, that should just be removed because it clutters the interface
pegperegogaucho
I accidentally clicked on the add parameter button so many times instead of adding a new action, it's crazy :Obelul:
rat_min
hello ! So i had two questions. so after messing about with the exporter and XXL Editor and checking the wiki's on github i was looking into the character import guide, https://github.com/AdrienTD/XXL-Editor/wiki/Character-Import-Guide I wanted to try to export a model, and felt like trying with the " dompteur " first as he is my favorite enemy , but the "export geomertry to DFF" button isn't there, it seems like it's only here for Asterix & obelix ( as far as characters goes ), as all other enemies don't have this button, can i just use the OEexploror to extract the models i want manually ? or will this be problematic for the re-rigging due to missing elements not present in the OEexplorer ? ---- Second question is, can the XXL editor be set to load and work with your UNFAIR XXL mod ? as the file required for it to work is " GAME.KWN " and your mods folder has a " GAME.KSX " ? i tried and it didn't work or at least couldn't get it to, but i wanted to know if there was a way to go around it or if i just missed something. ( of course if you are alright with people messing about with your unfair mod ) have a good evening !
pegperegogaucho
Good evening! For the first question, there are mainly two categories of models: clones, which are for example enemies and other models used commonly in a level, and nodes which all have unique models. Enemies are always clones and you can find their 3D models in the clones window (see image below). Unfortunately this is not explained properly in the wiki article. Importing/Exporting works exactly like regular nodes for these ones! Also there seems to be a confusion here; OExplorer is only used for the remasters, not the original! You cannot currently change the 3d models of the romaster, as both the retro and remastered models have not been reverse-engineered yet. As for the second question, no, there is no (obvious) way to modify the XXL-Editor to make changes to the UXXL mod. I mainly did it like that so people don't modify the mod and then report bugs that they might have put into the mod by themselves.
rat_min
🙏 thanks again haha
pegperegogaucho
@adrientd, would you consider implementing "lazy" rendering in the editor? I.e. only render if what is on the screen changed? Often I only click a few buttons so it would be wasteful to render it every frame when nothing changed. I know this might be too much work, but even not rendering when minimized etc. might make a big difference!