- #CARMAGEDDON REINCARNATION CRASHES WHEN LOADING DRIVER#
- #CARMAGEDDON REINCARNATION CRASHES WHEN LOADING CODE#
* Dragging a node with child nodes will no longer crash Flummery!
#CARMAGEDDON REINCARNATION CRASHES WHEN LOADING DRIVER#
* Driver icon should display properly now
#CARMAGEDDON REINCARNATION CRASHES WHEN LOADING CODE#
* Removed import OBJ from the menu (there was never any code behind it anyway). FBX import will warn you about untriangulated meshes for example. * FBX import should now be more robust and no longer mangle hierarchies. * Various issues with key-presses and focus have been fixed. * Resetting the scene will also reset the drawn bounding boxes * FBX Nodes with a model but no geometry are now treated as nodes rather than models * Fixed the "every other face" missing bug from triangulated blender meshes * Importing multiple hierarchies and moving items between them should no longer mangle your scene * Fixed errors occuring when using the Object menu * Minimising Flummery no longer causes it to crash These files are the bare minimum to get your car ingame. UI to configure these in Flummery will be coming in version 0.3.8.0+. These are to be used as a BASE for your own configuration. * On "Save as Vehicle" Flummery will generate functional copies of setup.lol, structure.xml, systemsdamage.xml and vehicle_config.cfg if they don't already exist. * Fixed a fairly critical error in MDL export. Thanks again art0rz! (can be turned off in View > Preferences > Misc) * Mouse Control! Thanks art0rz for getting this ball rolling. * FBX import: Blender exported FBXs now import perfectly. * Added "invert texture 'v' coordinates" to the Object menu. * The Transform panel is now super awesome. * Material Editor now supports BMP files. Don't worry about unencrypting them first either! * Can load C1 car.txt files through File > Open. Now shows green, wireframe and through other messages. * Tools > General > TDX Convertor now imports TDX, PNG, BMP, TIF, JPG and TGA and can export as TDX, PNG, BMP, TIF and JPG * Carmageddon 2 save support! Flummery can now save ACT, DAT and MAT files. * Added Remove LOD from Vehicle tool to Tools > TDR2000 * Fixed minor node duplication error in the HIE parser * Fixed minor material ID error in the DAT exporter * Improved Remove LOD from Vehicle tool to Tools > TDR2000 * Repackaged the exe so you don't have to worry about all those weird dlls. * Far too many minor improvements to list These can be rolled-up by clicking the headers. * Overhauled the right-hand panel to use contextual widgets. * Correctly generate tri-strips when saving MDL files * Vastly reduced memory consumption when loading levels. While this is mostly under-the-hood at the moment there is a fancy Light widget to fiddle with stock lights. * Added support for different node types. > Carmageddon Reincarnation > Vehicle: Dialog tidied up and fixed the generated vehicle_setup.cfg file * Tools > General > TDX Convertor: Various improvements * FBX Import: Correctly imports UVs, handles FBX files from Visual Studio 2013 * Save as > Vehicle: Improvements to the look and feel of this dialog * Object > Data > Add/Change Type: You can now change node types on the fly * Object > Rename: No longer causes odd node names in the overview * MDL Export: Meshes are split into MaterialGroups, optimised and tested for non-manifold properties automatically * FBX Export: Null nodes now export at all * FBX Export: Meshes following null nodes now export as expected * FBX Import: Materials are no longer created multiple times * Tools > Carmageddon 2 > Process for Carmageddon Reincarnation: Applies all the necessary steps for converting an asset from C2 to C:R * View > Preferences: You can configure your Author name and website (used in minge files) on the Misc tab Now generates a minge file and a CarMODgeddon ready ZAD. * Save as > Level: Completely overhauled. * Save as > Vehicle: Completely overhauled. * FBX Export: Fixed duplicate node name collisions * FBX Export: Vertex colours now exported * Save as Level: Now creates a better sun * Save as Level: Materials containing ampersands are now handled correctly It is now less likely to get all confused! * Details > Transforms: Improved the rotation panel. * FBX Import: Imports from Blender and Maya should now be as close to correct as possible * Tools > Carmageddon 2 > Process for Carmageddon Reincarnation: Split into Level and Car versions * When saving a CNT any referenced files (such as lights) will also be saved * Save as Vehicle: Fixed numerous perfomance problems in the default setup.lol file * Save as Level: Now generates a functional post_process settings file. * Overview: Added a little homage to Plaything 2 * FBX Import: Final axis flip no longer corrupts rotations * Framing an object now correctly positions the camera * CNT Export: Fixed a long-standing bug that has been malforming Z rotations