
D3EDIT beta A03_3g by Atan

Based on the Outrage D3Editor by Gwar followed by the great modifications from Nirvana and 
Otherone,  I began to modify D3Edit a bit so that it met my suggestions / imagination and 
to fix some bugs.
The fixes / improvements below are the result of at least 10 beta builds.   These have been 
tested on Win98, Win2000 and WinXP.
The beta testers were: Atan, Roadrunner, Fischlein, Dark, Diti, DigiJo, Floyd and DwnUndr.
Thanks to Roadrunner who offered the web space for this project, and Fischlein who started a 
new forum for this project.
Thx for DwnUdr who condensed this text file and worked it up for our english speaking folks ;)


*** Use this version at your own risk. ***

The improvements are listed in the following sections:
A)  Pull-down bars
B)  Menu Selections
C)  General improvements
D)  Bug Fixes

*********************************************************************
	New improvements since Otherone's last beta 9
*********************************************************************

Section A)  Pull-down bars.........................................................


RoomBar, "R": 

(Modify section)

Lathe:
Lathe axes are selected automatically now.


Bend:
UNDO Bend Button added!
Objects are moved during bending now.  Mark Objects by Mouserubberband (lasso by holding 
the left mouse button down and dragging a box)or Key 'M'.  UnMark by Alt+Rubberband or key 'U'.
Bend axes are selected automatically now.
Cursor shows where the bend target is.
Numpad 5 centers Cursor and Reference Frame to 0.0
Reference Frame position is computed in all 3 Ortho views automatically and set to this position.
Bend is possible by marked distance or desired height.
Bend is done circular left. Change sign to bend clockwise. (don't use)
Added Room Move function, you can move the room to bend before bending to point 0.0
Added some checks before bending.


(Room section)
New button:  'MoveRoomSplitFace' creates a 'CutFace' to cut the current room.  This Face is 
marked and can be moved to desired cutting position before cutting.
New button:  'SplitRoom' cuts current room by the 'CutFace'.   Portals are not cut.


(Edge section)
New mouseover for 3rd button: "Find intersection of the current edge with the marked plane 
and insert a vertex".


Terrain bar, "Tr":
Deleted Objects are not displayed anymore.
Added 'Select ALL' button for terrain cells.
Added ability to "Deselect All" cells.
Current Satellite slowly flashes to show it better.
Exchanged left and right movement (< and >) to move in the proper direction now.
The current satellite number is shown in the StatusBar.
You can switch through existing satellites only.
You can now LClick onto the satellite to select it.
Added View Satellites function, chosen via Menu or Keystroke 'B' / 'Shift B' in World View.
The sky texture is turned off automatically and the viewer is moved below the mine and looks up 
to the middle of the sky.
...or...
Keys X and "Shift+X" to cycle through satellites.
View looks towards selected satellites to see how lighting / shadows would be placed.


Texture bar, "Tx":
Shows last_Current Texture at Editor Start.
If no last_current texture is found in Registry, PaleWhiteRock001.TGA1 is shown as 
current texture.
Shows light and color of choosen texture.
Shows textures, including their animations, in the selection dialogue.


Door bar, "D":
UnplaceDoor Function in DoorWay Dialog added.
Show Door Data soon as Attach new door.
New attached Door becomes the current room.


Vertex mode shortcut button added.
Face mode shortcut button added.
Object mode shortcut button added (or click on an object).
Path mode shortcut button added.
"SC" Shortcut menu added, explains all the quick keys.





Section B)  Menu Selections.........................................................

File / Editor settings:
Lighting box, check to show lighting progress.
Bend box, leave unchecked for old style, check for new style.


Room:
Added "Select Object by number" and "Select Portal by number".


Tools:
Removed the pop-ups for Mn3 Packager, OGF Tool and Music Tester selections.
Added some tools entries to the Tool Menu (but you have to download these tools separately).  
The *.exe files can be placed in the D3 Main Directory or a folder of your choice.
The folder can be specified in Editorsettings Dialog.

Help / About D3Edit:
Added new information.



Section C)  General Improvements.......................................

Added Tool directory Inputbox.
Tools are available in Room View.
World View, Combine Rooms: Checks for too many faces as a result of combining.
World View, Combine Rooms: Checks for too many portals, user can combine anyway if desired.
Ortho View (Grid): Objects are not drawn as solids now, they are hatched so you can see 
through them.  This makes movement and placement easier.
Inserted switch for Bend 'new' or 'old' style and stored in Registry.
New 'Lighting: ShowInfos'switch in Settings Dialog.  Click this box to view the ongoing 
status of lighting (remember the old days when you didn't know if the editor had frozen?  
This will show you that it has not.  If an internal check error pops up and can't be closed,  
simply uncheck this box and run normally).
All new lighting info is shown in the main window bar only (World View).
At lighting calculation end, text will be restored in the Bar.
If your Room View room is not rendering with all of the new info added, go to File/Editor 
Settings and change "Display rooms to specified portal depth X" to "Display all rooms".
Moving Objects by 0.1 on the terrain is possible now.
During the input of the Terrain cell numbers, the first two marked cells - if available - 
are placed into the input fields.
Added an 'intelligent' block selection of Terrain cells.  With Alt+LClick 2 Cells 
around the desired region are marked.  Key 'Select Block' marks the block, no matter what 
order the 2 cells were marked.
Added key 'Force All Visible' (as opposed to 'Force marked Visible') ALL cells are made visible.
RoomBar:  Check > 64 Verts in CombineFace, AddVertstoFace, ClipFace and Lathe added.
Lighting: removed auto close Lighting Dialog.
Room View:  Enhanced Grid zoom
Menu enhanced, Level View:
Select Room by number(zooms to Room)
Select Face by number (zooms to Face)
Select Object by number(zooms to Object)
Select Portal by number(zooms to Portal)
Right Mouse-key Menu enhanced:
Select Room by number(zooms to Room)
Select Face by number(zooms to Face)
Select Object by number(zooms to Object)
Select Portal by number(zooms to Portal)
Current level room
Remembers Grid preferences.
Room View:  Shortcut 'RAlt + c' centers the room in Null/Zero-position.
Built in new XP Look, for those who need this..
Inserted Tooltips for new switches.
Shortcut Window:  New coded, Cursor, Picture up/down and Mousewheel support.
Room View, Objects: Movement is restricted to current room only, no accidental loss.  Together 
with Space you can move it through portals using Numpad 
2, 4, 6, 8.
New buttons added on the Object Menu to rapidly move objects to new rooms.
Now there are 3 new Buttons for this, but you must mark the target room in Room View before moving!
1. Move to room center
2. Move to marked face (onto that face!)
3. Move to that face but with room height 
4. One step UNDO function for this all
This movement to face works for current room too, but don't forget to mark the target face!  As 
usual, you may have to finetune the position.
Placing Objects to terrain room faces will work this way as well.  
Room View: Left Click onto any Object (from Face or Vertex mode) and Object mode is made active 
automatically.
Room View:  Inserted 4 new keys same as old menu points: Vertex, Face, Object & Path.
Lighting Dialog:  Result of "count lights" is automatically multiplied by 3.
Level View:  Switch to 'Current room' will center in the room view
Added D3Edit Shortcuts dialog 'SC' (Shortcuts) in ToolBar.



Section D)  Bug Fixes......................................................

MatCenter:  fixed a bug in dropdown view.
Fixed bug during canceling Inputs.
Terrain: Crash during mark Terrain Cells fixed.
New Checkbox added for extended error messages.
Added some more checks during Lighting Mine.
Checks for Win XP or Win98, some version related functions are switched by result.
Scrolling Textures and Objects are switched off in W98.
If W98, checks for screen color less then 24k. This forces a warning message for voodoo 
card users.
Fixed render by PortalDepth bug.
Rendering Settings:  Fixed and stored in Registry.
Grid View mirroring-bug under W98 fixed.
Fixed the unwanted auto-texturing of a terrain cell by scrolling the terrain with the mouse 
(release of the left mouse button would texture the cell under it).
Level View:  'R'-key now works when Message window is opened.  'R'-key bug when room 0 is 
deleted, fixed.
Shortcut window:  Removed ESC-key-bug.  Added some entrances.
Room View:  Fixed the presentation bug in Textured View
Level View:  Keystroke 'ALT + <-' moves mine now (was rotate).
Fixed Win XP 'Freeze Bug' during BOA calculation.



Look for more improvements in the future!

