Object Render Attribute Panel

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Object Render Attribute Panel // Archive: Tech Forum

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Post by splinters // Sep 5, 2006, 11:07am

splinters
Total Posts: 4148
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Splinters the toolbar nodes are in "project/ Windows Manager Space" change the images there.. the scripts are in "preferences/"



I pulled the images from the new large toolbar added them to a new bitmap library folder..

icon on the right is the one from Emmanual's button [from scripts/ui]..the middle ones are from the large toolbar and the one on the left it's just scarey


Whaddya mean scary? and how did my last passport photo get in there...:rolleyes:


Anyways, my PC is reformatting as we speak (god knows what happened there) so please bear with me while I try to rebuild it.

Post by trueBlue // Sep 5, 2006, 12:35pm

trueBlue
Total Posts: 1761
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I dont't know if you guys know this or not, but you can Ctrl drag the Layer render attributes and the Object render attributes button from the Button Library to the Top toolbar and save your layout for easy access to those options.

Not sure if this is what what was planned for the Points script but the points do not have a point size. Need to add:

Node.Value(_
"/Project/Windows Manager Space/Frame Window/Split Docking Place/Frame Window/Split Docking Place/Frame Window, 2/Border Docking Place/Frame Window, 2/Player - Rendering", _
"Points Size") = 3

Also the Solid script does not change the Show hidden lines back to the default unchecked. Change the -1 to 0.

Node.Value(_
"/Project/Windows Manager Space/Frame Window/Split Docking Place/Frame Window/Split Docking Place/Frame Window, 2/Border Docking Place/Frame Window, 2/Player - Rendering", _
"Show hidden lines") = 0

I was experimenting with this a little bit and put the scripts inside each button and changed the run command to this location. Worked great and made the installation easier. Just drag Ctrl drag them to a toolbar and save.

@ Splinters: Are you going to include the 30x30 Layer render attributes and the Object render attributes icons and the small icons for Emmanuel's new toolbar?

Post by stan // Sep 5, 2006, 12:56pm

stan
Total Posts: 1240
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those icons don't do much..as for the player rendering one, it doesn't do anything in my layout..it's easier to right click the workspace while in preferences in stack view..:D

but I sure would like to know how to use those DataObjects in the "IRdRenderAttributes Struct Reference"

Post by trueBlue // Sep 5, 2006, 1:19pm

trueBlue
Total Posts: 1761
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Stan: If you are talking about the panels, they do work but you have to hook them up. What I am talking about are the buttons in the Button Library. Both panels and buttons work here.

Post by stan // Sep 5, 2006, 1:24pm

stan
Total Posts: 1240
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trueBlue, yes the buttons..the object one opens a new object render panel in the stack if there isn't one, but the player rendering one doesn't open the panel..
where do you hook up the panel [player rendering] that could possibly help make a permenant path to the button scripts if it could be done in the system/preferences node or another permenant place :D then it wouldn't matter what layout you use..

Post by trueBlue // Sep 5, 2006, 1:37pm

trueBlue
Total Posts: 1761
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I am not sure you can because each layout is seperate. You either save to your layout or project.

Post by Alien // Sep 6, 2006, 4:22pm

Alien
Total Posts: 1231
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Anyways, my PC is reformatting as we speak (god knows what happened there) so please bear with me while I try to rebuild it.

I know how you feel. The difference in my case is I've only bollixed up 1 piece of software, but it's something I use all the time, & despite having tried every trick I know to undo the damage it's still not working right, which means a reinstall of XP. :( I know how I did it, & it was a stupid mistake that I made when extremely tired, & even more stupidly didn't have System Restore turned on at the time. ATM, I'm doing the prep work [backing up settings, downloading latest versions of stuff/patches, etc], & also looking into creating an unattended install disk so it's not so much hassle next time.
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