Visible World Update V1.34 + Tutorials + Exporters
=====================================
First off, The new release versions main features are two fold, it's more accurate (less soft wall vis) and even faster, from %10 to %50. Although this is situational again, as most of the opt's are for terrain and the memory manager side of things. I might rip that completely and just dump temp data to disc.. Anyway so that's regular Visible Worlds stuff..
Since people seem to not understand the process very well. I've started working on some tutorials and an automated export tool for 3D Map Editor (it's already working). This tool allows you to import 3D Map Editor worlds and export optimised VWMAP (vis worlds open map format) files for the Vis Worlds compiler. You never have to know anything about how it works, just click load / Hit save.. Then run the Map file through the compiler.
To go with that, I've been doing a little more research and I should be able to build polygon collision meshes from 3D Map Editor, well any DB world actually, and export them to .X without much fuss. In the short term, this will mean anybody with DB DLL support can run sliding collision on this mesh with Sonic's DLL or wait a bit and i'll write a tree driven collision engine in DB to go with it..
This should make producing FPS games in DB Classic a lot easier and faster for all concerned.. So we'll be able to run sliding collision with Vis in standard DB .. It'll also work in Pro too..
Also, I've looking into building a VWmap exporter for CartShop models. But this doesn't seem possible, well in an automated fashion at least, it requires identifying the limb shapes in code. Sounds easy, So i'll have to think about that a bit more, what I'll probably have to do, is make a little alignment tool.. Assuming anybody is still interested.
The 3D Map Editor VWMap exporter will be open source. But Once i get these couple of little tools knocker over, It should be a lot more accessible to the passing user and for anybody wondering how to implement VWmap exporter into your own editor(s).
Visible Worlds (update)
========================
* 3D Map Editor Exporter Status
This is basically done, well, i was a few weeks back. I'm at point now where i'm waiting for an new update to 3D Map Editor surface. Which I'm told, well would be out by now. So i'm waiting
I've worked out DB's Static data structure, well as well as I need too, so I WILL be able to produce collision models from any DB static scene. But most likely 3d Map Editor ones
* Specials
Visible Worlds is currently on special
Visible Worlds