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I did a big change in the backward compatibility code following some suggestions from Ton. Now if there is no material and the mesh needs a material it will be created. This is close to the final version I believe.
Hey Dalai! Do you know why the developers did the texture face panel design separated from materials a long time ago? Was it to make it easier to export for Quake 1 or something? I never understood that decision…
It was for optimization reasons (so you could set specific settings per face). I heard it was specially done to work with PS2.
This is awesome. The only weird thing is that Mix blending mode sets the material to shadeless, while the Light and unsupported blending modes light the faces correctly. And Alpha Sort mode just… Works! It’s never worked well for me before this.
I’m not sure I’m following here. The old Light option is now replaced by the “shadeless” already existent in the material. What do you mean by “mix blendering mode” sets the material to shadeless?
On further inspection, there’s no Collision boolean property, but I still love this idea. This should definitely be in trunk
If I understood dfelinto correctly the physics checkbox should take the function as collision to.
Yup, toggle the “Physics” button and you can control the old collision set.
But I think I would prefer obcolor to work rather then go. Setting per object is valuable - especial as long we don’t have any deep copy (make singeluser) functionality for meshes and materials.
I’m with you here. This requires further investigation though. One thing that would help is to track down in which version of Blender OBColor stopped working (the texface option).
Thanks everyone for the feedbacks.