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Old 02-24-2007, 03:55 PM   #46
WILL THE ALMIGHTY
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Oh, and rotate completly screws up stuff sometimes... I think its when I tried to rotate around the z-axis when viewing from top view. The sphere turned, but as it turned it collapsed.
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Old 02-24-2007, 05:07 PM   #47
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Ah, good find Will, thanks. I need to do all sorts of stuff with the orthogonal view transforms still.

Blinkboy, I'm trying and failing to reproduce that bug. I do:
- Cylinder with default option.
- Select the 6 top faces.
- Extrude up.
And it seems to work fine. Are you able to reproduce the bug?
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Old 02-24-2007, 08:13 PM   #48
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I tried to open an mdx, there was an assertion failure or something like that at lines 2020, 2032, 2034, 2044, 2054, 2063, 2072, 2074, 2082, 2092, 2135 (thats exactly what it said), then I tried to close warforger, it kept blinking and played a strange noise that sounded... uh... like a really long fart, actually.
I managed to close it though.
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[21-10-00] WILLTHEALMIGHTY: Ok I have this weird sound upstairs... BRB gotta go check it out.
[21-10-09] Ash: WILLTHEALMIGHTY, WAIT
[21-10-16] Ash: WILLTHEALMIGHTY, IT IS NOT SAFE OUT THERE, TAKE THIS!
[21-10-16] Ash gives WILL a kitten.

Last edited by WILL THE ALMIGHTY : 02-24-2007 at 08:16 PM.
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Old 02-24-2007, 09:39 PM   #49
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Please post the MDX.
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Old 02-24-2007, 09:43 PM   #50
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it also froze the model editor when trying to open.

EDIT: i can,t even upload it.
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[21-10-00] WILLTHEALMIGHTY: Ok I have this weird sound upstairs... BRB gotta go check it out.
[21-10-09] Ash: WILLTHEALMIGHTY, WAIT
[21-10-16] Ash: WILLTHEALMIGHTY, IT IS NOT SAFE OUT THERE, TAKE THIS!
[21-10-16] Ash gives WILL a kitten.

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Old 02-24-2007, 11:02 PM   #51
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Ok, I guess it is just a demon file.
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Old 02-25-2007, 02:47 AM   #52
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here is the information of my graphic's card. I use spanish windows XP with service pack 2, maybe this information may help you know the rendering issue, also could you describe how does the extrude algorithm works?, which methods it takes and what functions it calls?.

EDIT: I also found that my error fixes if I change to animation mode. The error also happens with divide edge, it means that it happens everytime that new faces are made. Yet when using weld, the error won't show, so there may be a relation between the rendering system and the face creation.

Code:
//+-----------------------------------------------------------------------------
//| Driver
//+-----------------------------------------------------------------------------

HAL support: True
Driver: nv4_disp.dll
Description: NVIDIA GeForce FX 5500 (Microsoft Corporation)
Device name: \\.\DISPLAY1
Driver version: 6.14.10.5673
Vendor ID: 4318
Device ID: 806
SubSys ID: 540284546
Revision: 161


//+-----------------------------------------------------------------------------
//| Primitives
//+-----------------------------------------------------------------------------

Max Primitive count: 1048575
Max point size: 8192
Max vertex index: 1048575
Max streams: 16
Max stream stride: 255
Max nr of simultaneous render targets: 1
Support for vertex tweening: False
Support for no culling: True
Support for clockwise culling: True
Support for counter clickwise culling: True


//+-----------------------------------------------------------------------------
//| Textures
//+-----------------------------------------------------------------------------

Max Texture width: 4096
Max Texture height: 4096
Max Volume Texture size: 512
Max Texture repeat: 8192
Max Texture aspect ratio: 4096
Max Texture blend stages: 8
Max simultaneous Texture: 8
Support for point mag-filter: True
Support for linear mag-filter: True
Support for anisotropic mag-filter: False
Support for pyramidal quad mag-filter: False
Support for gaussian quad mag-filter: False
Support for point min-filter: True
Support for linear min-filter: True
Support for anisotropic min-filter: True
Support for pyramidal quad min-filter: False
Support for gaussian quad min-filter: False
Support for point mip-filter: True
Support for linear mip-filter: True


//+-----------------------------------------------------------------------------
//| Viewport
//+-----------------------------------------------------------------------------

Max user clip planes: 6
Guard band left: -1e+008
Guard band top: -1e+008
Guard band right: 1e+008
Guard band bottom: 1e+008
Adjustable extent: 0


//+-----------------------------------------------------------------------------
//| Lights
//+-----------------------------------------------------------------------------

Max nr of active lights: 8
Support for positional lights: True
Support for directional lights: True


//+-----------------------------------------------------------------------------
//| Vertex Shader
//+-----------------------------------------------------------------------------

Version: 2.0
Max nr of instructions executed: 65535
Max nr of instruction slots (v3.0): 0
Nr of Constant Registers: 256


//+-----------------------------------------------------------------------------
//| Pixel Shader
//+-----------------------------------------------------------------------------

Version: 2.0
Max nr of instructions executed: 1024
Max nr of instruction slots (v3.0): 0
Arithmetic range: [-1, 1]


//+-----------------------------------------------------------------------------
//| Display modes
//+-----------------------------------------------------------------------------

¤ D3DFMT_R5G6B5  	320x200  	60Hz
¤ D3DFMT_R5G6B5  	320x200  	70Hz
¤ D3DFMT_R5G6B5  	320x200  	72Hz
¤ D3DFMT_R5G6B5  	320x200  	75Hz
¤ D3DFMT_R5G6B5  	320x240  	60Hz
¤ D3DFMT_R5G6B5  	320x240  	70Hz
¤ D3DFMT_R5G6B5  	320x240  	72Hz
¤ D3DFMT_R5G6B5  	320x240  	75Hz
¤ D3DFMT_R5G6B5  	400x300  	60Hz
¤ D3DFMT_R5G6B5  	400x300  	70Hz
¤ D3DFMT_R5G6B5  	400x300  	72Hz
¤ D3DFMT_R5G6B5  	400x300  	75Hz
¤ D3DFMT_R5G6B5  	480x360  	60Hz
¤ D3DFMT_R5G6B5  	480x360  	70Hz
¤ D3DFMT_R5G6B5  	480x360  	72Hz
¤ D3DFMT_R5G6B5  	480x360  	75Hz
¤ D3DFMT_R5G6B5  	512x384  	60Hz
¤ D3DFMT_R5G6B5  	512x384  	70Hz
¤ D3DFMT_R5G6B5  	512x384  	72Hz
¤ D3DFMT_R5G6B5  	512x384  	75Hz
¤ D3DFMT_R5G6B5  	640x400  	60Hz
¤ D3DFMT_R5G6B5  	640x400  	70Hz
¤ D3DFMT_R5G6B5  	640x400  	72Hz
¤ D3DFMT_R5G6B5  	640x400  	75Hz
¤ D3DFMT_R5G6B5  	640x480  	60Hz
¤ D3DFMT_R5G6B5  	640x480  	70Hz
¤ D3DFMT_R5G6B5  	640x480  	72Hz
¤ D3DFMT_R5G6B5  	640x480  	75Hz
¤ D3DFMT_R5G6B5  	640x480  	85Hz
¤ D3DFMT_R5G6B5  	720x480  	60Hz
¤ D3DFMT_R5G6B5  	720x576  	60Hz
¤ D3DFMT_R5G6B5  	800x600  	60Hz
¤ D3DFMT_R5G6B5  	800x600  	70Hz
¤ D3DFMT_R5G6B5  	800x600  	72Hz
¤ D3DFMT_R5G6B5  	800x600  	75Hz
¤ D3DFMT_R5G6B5  	800x600  	85Hz
¤ D3DFMT_R5G6B5  	848x480  	60Hz
¤ D3DFMT_R5G6B5  	848x480  	70Hz
¤ D3DFMT_R5G6B5  	848x480  	72Hz
¤ D3DFMT_R5G6B5  	848x480  	75Hz
¤ D3DFMT_R5G6B5  	848x480  	85Hz
¤ D3DFMT_R5G6B5  	1024x768  	60Hz
¤ D3DFMT_R5G6B5  	1024x768  	70Hz
¤ D3DFMT_R5G6B5  	1024x768  	72Hz
¤ D3DFMT_R5G6B5  	1024x768  	75Hz
¤ D3DFMT_R5G6B5  	1024x768  	85Hz
¤ D3DFMT_R5G6B5  	1088x612  	60Hz
¤ D3DFMT_R5G6B5  	1088x612  	70Hz
¤ D3DFMT_R5G6B5  	1088x612  	72Hz
¤ D3DFMT_R5G6B5  	1088x612  	75Hz
¤ D3DFMT_R5G6B5  	1088x612  	85Hz
¤ D3DFMT_R5G6B5  	1152x864  	60Hz
¤ D3DFMT_R5G6B5  	1152x864  	70Hz
¤ D3DFMT_R5G6B5  	1152x864  	72Hz
¤ D3DFMT_R5G6B5  	1152x864  	75Hz
¤ D3DFMT_R5G6B5  	1280x720  	60Hz
¤ D3DFMT_R5G6B5  	1280x720  	70Hz
¤ D3DFMT_R5G6B5  	1280x720  	72Hz
¤ D3DFMT_R5G6B5  	1280x720  	75Hz
¤ D3DFMT_R5G6B5  	1280x768  	60Hz
¤ D3DFMT_R5G6B5  	1280x768  	70Hz
¤ D3DFMT_R5G6B5  	1280x768  	72Hz
¤ D3DFMT_R5G6B5  	1280x768  	75Hz
¤ D3DFMT_R5G6B5  	1280x960  	60Hz
¤ D3DFMT_R5G6B5  	1280x960  	70Hz
¤ D3DFMT_R5G6B5  	1280x960  	72Hz
¤ D3DFMT_R5G6B5  	1280x1024  	60Hz
¤ D3DFMT_R5G6B5  	800x600  	56Hz
¤ D3DFMT_X8R8G8B8  	320x200  	60Hz
¤ D3DFMT_X8R8G8B8  	320x200  	70Hz
¤ D3DFMT_X8R8G8B8  	320x200  	72Hz
¤ D3DFMT_X8R8G8B8  	320x200  	75Hz
¤ D3DFMT_X8R8G8B8  	320x240  	60Hz
¤ D3DFMT_X8R8G8B8  	320x240  	70Hz
¤ D3DFMT_X8R8G8B8  	320x240  	72Hz
¤ D3DFMT_X8R8G8B8  	320x240  	75Hz
¤ D3DFMT_X8R8G8B8  	400x300  	60Hz
¤ D3DFMT_X8R8G8B8  	400x300  	70Hz
¤ D3DFMT_X8R8G8B8  	400x300  	72Hz
¤ D3DFMT_X8R8G8B8  	400x300  	75Hz
¤ D3DFMT_X8R8G8B8  	480x360  	60Hz
¤ D3DFMT_X8R8G8B8  	480x360  	70Hz
¤ D3DFMT_X8R8G8B8  	480x360  	72Hz
¤ D3DFMT_X8R8G8B8  	480x360  	75Hz
¤ D3DFMT_X8R8G8B8  	512x384  	60Hz
¤ D3DFMT_X8R8G8B8  	512x384  	70Hz
¤ D3DFMT_X8R8G8B8  	512x384  	72Hz
¤ D3DFMT_X8R8G8B8  	512x384  	75Hz
¤ D3DFMT_X8R8G8B8  	640x400  	60Hz
¤ D3DFMT_X8R8G8B8  	640x400  	70Hz
¤ D3DFMT_X8R8G8B8  	640x400  	72Hz
¤ D3DFMT_X8R8G8B8  	640x400  	75Hz
¤ D3DFMT_X8R8G8B8  	640x480  	60Hz
¤ D3DFMT_X8R8G8B8  	640x480  	70Hz
¤ D3DFMT_X8R8G8B8  	640x480  	72Hz
¤ D3DFMT_X8R8G8B8  	640x480  	75Hz
¤ D3DFMT_X8R8G8B8  	640x480  	85Hz
¤ D3DFMT_X8R8G8B8  	720x480  	60Hz
¤ D3DFMT_X8R8G8B8  	720x576  	60Hz
¤ D3DFMT_X8R8G8B8  	800x600  	60Hz
¤ D3DFMT_X8R8G8B8  	800x600  	70Hz
¤ D3DFMT_X8R8G8B8  	800x600  	72Hz
¤ D3DFMT_X8R8G8B8  	800x600  	75Hz
¤ D3DFMT_X8R8G8B8  	800x600  	85Hz
¤ D3DFMT_X8R8G8B8  	848x480  	60Hz
¤ D3DFMT_X8R8G8B8  	848x480  	70Hz
¤ D3DFMT_X8R8G8B8  	848x480  	72Hz
¤ D3DFMT_X8R8G8B8  	848x480  	75Hz
¤ D3DFMT_X8R8G8B8  	848x480  	85Hz
¤ D3DFMT_X8R8G8B8  	1024x768  	60Hz
¤ D3DFMT_X8R8G8B8  	1024x768  	70Hz
¤ D3DFMT_X8R8G8B8  	1024x768  	72Hz
¤ D3DFMT_X8R8G8B8  	1024x768  	75Hz
¤ D3DFMT_X8R8G8B8  	1024x768  	85Hz
¤ D3DFMT_X8R8G8B8  	1088x612  	60Hz
¤ D3DFMT_X8R8G8B8  	1088x612  	70Hz
¤ D3DFMT_X8R8G8B8  	1088x612  	72Hz
¤ D3DFMT_X8R8G8B8  	1088x612  	75Hz
¤ D3DFMT_X8R8G8B8  	1088x612  	85Hz
¤ D3DFMT_X8R8G8B8  	1152x864  	60Hz
¤ D3DFMT_X8R8G8B8  	1152x864  	70Hz
¤ D3DFMT_X8R8G8B8  	1152x864  	72Hz
¤ D3DFMT_X8R8G8B8  	1152x864  	75Hz
¤ D3DFMT_X8R8G8B8  	1280x720  	60Hz
¤ D3DFMT_X8R8G8B8  	1280x720  	70Hz
¤ D3DFMT_X8R8G8B8  	1280x720  	72Hz
¤ D3DFMT_X8R8G8B8  	1280x720  	75Hz
¤ D3DFMT_X8R8G8B8  	1280x768  	60Hz
¤ D3DFMT_X8R8G8B8  	1280x768  	70Hz
¤ D3DFMT_X8R8G8B8  	1280x768  	72Hz
¤ D3DFMT_X8R8G8B8  	1280x768  	75Hz
¤ D3DFMT_X8R8G8B8  	1280x960  	60Hz
¤ D3DFMT_X8R8G8B8  	1280x960  	70Hz
¤ D3DFMT_X8R8G8B8  	1280x960  	72Hz
¤ D3DFMT_X8R8G8B8  	1280x1024  	60Hz
¤ D3DFMT_X8R8G8B8  	800x600  	56Hz

Total nr of display modes: 136
__________________
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NeoDex - a Gmax and 3ds Max modeling Toolset for Wc3!

Learn to animate! check out my: Basic Animation Tutorial!

Currently working at a sequel to my animation tutorial.

Last edited by BlinkBoy : 02-25-2007 at 03:37 AM.
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Old 02-25-2007, 04:43 AM   #53
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I don't think it's a video card issue, since it's so sensitive to what's going on in the program.
Does it still behave normally while the stuff is all blackened? Can you still select stuff? If not, that would be a clue as to what is wrong.
Here's the code for extrude, if you want to see if you can find something wrong with it:
Hidden information:

Code:
//
// Begin extrusion
//

//
// Get a list of all edges used only once. An edge can be
// re-used if the coordinates are the same even if the
// actual vertex indices are not.
//
vector<float> edgeHash;
vector<int> edgeVert1;
vector<int> edgeVert2;
vector<int> edgeGeoset;
vector<bool> edgeNeeded;
for (int g1=0; g1<mdlx.geos.size(); g1++) if (mdlx.geos[g1].visible)
{
	int g1faces = mdlx.geos[g1].faceSel.size();
	for (int f1=0; f1<g1faces; f1++) if (mdlx.geos[g1].faceSel[f1])
	{
		for (int e=0; e<3; e++)
		{
			GEOS_Vertex* v1 = &mdlx.geos[g1].vert[ mdlx.geos[g1].face[f1*3+e] ];
			GEOS_Vertex* v2 = &mdlx.geos[g1].vert[ mdlx.geos[g1].face[f1*3+(e+1)%3] ];

			float hash = v1->x+v1->y+v1->z+v2->x+v2->y+v2->z;

			// Identify the index that this should be put into
			int low = 0, high = edgeHash.size()-1;
			int index = 0;
			
			if (!edgeHash.empty() && hash> *(edgeHash.end()-1) )
			{
				index = edgeHash.size();
			}
			else
			{
				while (index<edgeHash.size() && edgeHash[index]<hash) 
					index++;
			}
			

			edgeHash.insert(edgeHash.begin() + index, hash);
			edgeVert1.insert(edgeVert1.begin() + index, mdlx.geos[g1].face[f1*3+e]);
			edgeVert2.insert(edgeVert2.begin() + index, mdlx.geos[g1].face[f1*3+(e+1)%3]);
			edgeNeeded.push_back(true);
			edgeGeoset.insert(edgeGeoset.begin() + index, g1);

		}
	}
}

// Find edges with matching hashes and coordinates. Mark them as unneeded.
for (int e1=0; e1<edgeHash.size(); e1++) if (edgeNeeded[e1])
{
	int e2 = e1+1;
	while (e2 < edgeHash.size() && edgeHash[e2]==edgeHash[e1])
	{
		GEOS_Vertex* vertA1 = &mdlx.geos[ edgeGeoset[e1] ].vert[ edgeVert1[e1] ];
		GEOS_Vertex* vertA2 = &mdlx.geos[ edgeGeoset[e1] ].vert[ edgeVert2[e1] ];
		GEOS_Vertex* vertB1 = &mdlx.geos[ edgeGeoset[e2] ].vert[ edgeVert1[e2] ];
		GEOS_Vertex* vertB2 = &mdlx.geos[ edgeGeoset[e2] ].vert[ edgeVert2[e2] ];

		if ((vertA1->x==vertB1->x && vertA1->y==vertB1->y && vertA1->z==vertB1->z && vertA2->x==vertB2->x && vertA2->y==vertB2->y && vertA2->z==vertB2->z) ||
			(vertA1->x==vertB2->x && vertA1->y==vertB2->y && vertA1->z==vertB2->z && vertA2->x==vertB1->x && vertA2->y==vertB1->y && vertA2->z==vertB1->z) )
		{
			edgeNeeded[e1] = false;
			edgeNeeded[e2] = false;
		}
		e2++;
	}
}

int i, j;
// Clone each selected vertex. Make a list of old->new references
vector<int> oldVertIndex;
vector<int> vertGeosetIndex;
vector<int> newVertIndex;


for (i=0; i<mdlx.geos.size(); i++) if (mdlx.geos[i].visible)
{
	int vCount = mdlx.geos[i].vert.size();
	vector<bool> vertNeededInOldMesh(vCount, false);
	for (j=0; j<edgeNeeded.size(); j++)
	{
		if (edgeGeoset[j]==i && edgeNeeded[j])
		{
			vertNeededInOldMesh[ edgeVert1[j] ] = true;
			vertNeededInOldMesh[ edgeVert2[j] ] = true;
		}
	}

	int geosIStart = vertGeosetIndex.size();
	for (j=0; j<vCount; j++) if (mdlx.geos[i].vert[j].selected)
	{
		oldVertIndex.push_back(j);
		if (vertNeededInOldMesh[j])
		{
			mdlx.geos[i].vert[j].selected = false;
			GEOS_Vertex* ov = &mdlx.geos[i].vert[j];
			GEOS_Vertex nv(ov->x, ov->y, ov->z, ov->u[0], ov->v[0], ov->matrix);
			mdlx.geos[i].vert.push_back(nv);
			int ni = mdlx.geos[i].vert.size()-1;
			
			
			newVertIndex.push_back(ni);
			mdlx.geos[i].vert[ni].selected = true;
		}
		else
		{
			newVertIndex.push_back(j);
		}
		vertGeosetIndex.push_back(i);
	}

	// For each selected face, translate its vertices from old to new
	for (j=0; j<mdlx.geos[i].faceSel.size(); j++) if (mdlx.geos[i].faceSel[j])
	{
		for (int k=0; k<3; k++)
		{
			int lookFor = mdlx.geos[i].face[j*3+k];
			for (int v=0; v<oldVertIndex.size(); v++)
			{
				if (lookFor==oldVertIndex[v])
				{
					mdlx.geos[i].face[j*3+k] = newVertIndex[v];
					break;
				}
			}
		}
	}


}
for (i=0; i<edgeHash.size(); i++) if (edgeNeeded[i])
{
	int assoc1 = -1, assoc2 = -1;
	for (int v=0; v<oldVertIndex.size() && (assoc1==-1 || assoc2==-1); v++)
	{
		if (edgeVert1[i]==oldVertIndex[v] && vertGeosetIndex[v]==edgeGeoset[i])
		{
			assoc1 = newVertIndex[v];
		}
		if (edgeVert2[i]==oldVertIndex[v] && vertGeosetIndex[v]==edgeGeoset[i])
		{
			assoc2 = newVertIndex[v];
		}
	}
	mdlx.geos[edgeGeoset[i]].AddFace( edgeVert1[i], edgeVert2[i], assoc1, false);
	mdlx.geos[edgeGeoset[i]].AddFace( assoc1, edgeVert2[i], assoc2, false);
}
UpdateFaceSelToVerts();
mdlx.TransformNone();
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Old 02-25-2007, 05:29 AM   #54
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BlinkBoy has a spectacular aura about (97)BlinkBoy has a spectacular aura about (97)BlinkBoy has a spectacular aura about (97)BlinkBoy has a spectacular aura about (97)

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Looks like I can still select and transform the old faces, I was also able to continue aplying extrude for 2,3, x times even after that, yet I'm not able to see if the blackfaces are selected or not seen.
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Old 03-29-2007, 05:09 PM   #55
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did you still working on this tool?
btw way in animation mode how can i select all bone instead of 1 by 1?
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Old 04-25-2007, 12:21 PM   #56
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He doesn't have a function to select multiple bones. :(
Hopefully he will add it.

I also hope that he will add the function to rotate bones.
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Old 04-25-2007, 01:51 PM   #57
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You can do both in Warshape.

It has a better interface.

It has more options.

But nobody use it.

Meh.
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Old 04-28-2007, 12:55 PM   #58
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I find Warshape very buggy and I could swear that I've used the version you recommended. Plus I'm not fond of java applications.

Anyway, I've found out how you could rotate the bones in WarForger. It's just that the xyz cursor thing doesn't change it's look, as it does in 3DS Max.
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Old 04-28-2007, 03:52 PM   #59
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Bugs such as?
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Old 04-29-2007, 06:57 PM   #60
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Quote:
Originally Posted by Nasrudin
Bugs such as?

Nothing happens when pressing some buttons for example.
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