CorVex Game Geometry plugin Now Available

Started by wallworm, December 11, 2013, 04:23:05 PM

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wallworm

I've found some more bugs with various combinations of Vector From and UV Global Coordsys. I'm working on a fix for these cases. Generally, the bugs I'm addressing deal with the UVs on tops/bottoms of blocks as well as walls that are using global uvs on tops/bottoms.

wallworm

Version 1.43 released

* Fixed Top/Bottom UV bugs with various combinations of Vector From and Coordsys settings and the Vector From node's transform. Some Top/Bottom UVs on existing CorVex objects may change after applying this update. Simultaneously released Wall Worm 1.98 with accommodations for this updated CorVex version.

* Bake to Geometry function now bakes the correct top/bottom UVs when using the CorVex UV coord system.

wallworm

Version 1.44

* Fixed bug with Normalize UV in Wall Mode.

wallworm


wallworm

Version 1.5

* Added support for all shapes (not just Line and Editable Spline shapes).
* Added Interpolate Splines checkbox. When on, all splines in spline base list use the spline's interpolation. When off, line and editable splines only use knots.
* Added Utility Floater with several utility functions. Functions include converting spline pairs to floors, ceilings and walls all at once as well as a UI for assigning an arbitrary list of splines to an arbitrary list of CorVex objects all at once.
* Added Spline Base double-click function to select in the viewport the object double-clicked in the Spline Base list. This differs from the right-click function because it does not go into vertex sub-element mode and does not preset the action to Create Line.
* Faces for Top/Bottom are now swapped when there is a negative height, for more expected results pertaining to material IDs and stack selection spinners.

wallworm



This video should give you a good idea of some practical utilities of CorVex. And it should plant some more food for thought on the mentality behind many of the tools I build.

wallworm

Version 1.53

* Updated MultiMaterial functions to always make 6 sub-materials (even in block mode).
* Updated MultiMaterial function to name the multimaterial using the CorVex node name.
* Added new Spline Pairs to CorVex option called Single Floor. This setting defaults to on. When on, floors created with the CorVex utility are all part of a single CorVex node even if using multiple pairs of splines. When off, the tool will generate one CorVex per each spline pair.
* Updated Spline Pairs to CorVex to detect some spline order problems. This will not solve all problems but will solve some.
* New splines generated with the Spline Pairs to CorVex function now get names based off of this string: CorVexFloorPlan.
* Updated spline base list double-click and right-click functions to un-hide the selected spline if hidden.

Version 1.52

* Forced complete redraw after pressing the UV buttons to align Left, Top and Bottom. Previously, the UV change was not displayed until the viewport changed or another parameter was changed.

Version 1.51

* Fixed bug when a shape in the Base Splines has an Edit Spline modifier applied.
* Added the Successive function to the CorVex utility floater.
* Added tooltips to the CorVex utility floater.
* Added Side Method "Side 1 Flow (Block Mode)".




If you own CorVex but don't have the latest version, contact me and I will send it to you.

wallworm

CorVex 1.54 released today:

* Added Wall option Separate Each Segment. When on (default) uses the current method of capping each segment of the wall with hidden sides (faces). This is best when you need to export to a game engine and need separate blocks (or need a concave collision hull). When off, the hidden faces are never made.

* Added Wall option Weld Verts. This option is only available when the Separate Each Segment is disabled. When on, there is only one element per sub-spline when collapsed to editable poly. When off, each segment of the spline becomes a sub-element when collapsed to editable poly.

wallworm

Version 1.55

* Fixed bug in Wall Mode where the first side of a wall could sometime have the incorrect Material ID on half of the Polygon.

wallworm

CorVex is now available on the Autodesk Exchange Apps. If you buy it from there, please write a review of CorVex!

wallworm

Version 1.56 Released

* Added new UV parameter Reset U Per Spline When on (default), each spline in the spline base list resets the U to 0. When off, uses that last U offset from the previous spline.

wallworm

Version 1.57

* Added new UV parameter "Distance Offsets". When on each spline's U will be offset by the distance from the last point of the last spline in world space.

* Added several new Material ID parameters that allow you to use the Spline's Material ID to control the material ID of segments in a CorVex Object.

* Updated the Random ID function to work correctly with the second side of a wall in Wall Mode.

wallworm

Version 1.58

* Fixed bug opening scenes with CorVex objects created before version 1.5.

* Minor optimization.

* Updated the Get Settings From Corvex function to acquire properties added after version 1.5.

wallworm

Version 1.59

* Added new Parameter to Flip Normal. This will flip the normals on the object.

* Added new Reference System controls to the CorVex Utility floater. This allows you to set the Reference System for generated splines. At the moment, this feature is experimental and not documented.

* Fixed bug where last side of a Block CorVex section derived from a closed spline would not get correct Material ID when using the Material ID from spline setting.

* Changed labels of U/V Scale spinners to use the word Tile rather than Scale.

wallworm

Version 1.6

* Added buttons to Material ID rollout to get materials from objects in the scene.

* Fixed up some of the UI logic to disable/enable Material ID checkboxes, buttons and spinners based on current settings.


The new material buttons are quick and convenient ways to assign materials to sections of your CorVex objects without having to open the Material Editor and track down materials. This is useful for scenes where you are adding CorVex objects and there are already objects in the scene that have the materials you need on the CorVex.

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