However you can create image file parts as small as 1 MB. It is common practice in this case to split up the images in chunks of 1 GB each, hence 1 GigaByte (1GB) or 1024 MegaBytes (1024 MB) is the default setting. One of the reasons for this feature is creating image files on a FAT32 formatted HD. IsoBuster can load these Multi-File images without a problem and you can still get all the data from these split up image files. Image.bin, Image.bin01, Image.bin02, Image.bin03, Image.bin04 WebGL performance is now much better, on all browsers: Internally, the engine now uses requestAnimationFrame() if this turns out to perform better on the target browser.IsoBuster can create image files using these settings: Split Image files in multiple files during creation :įor several reasons it can be interesting at times to create image files split up in several files. It is also now able to import files correctly, exported with some newer version of a more popular 3d modelling software, which seems to add some unexpected characters into the file sometimes. obj file importer is now more compilant and can even import corrupt. It is implemented inm the downloadable extension behavior ‘Model Viewer Camera Extended’ from the extension download page here. This works when pressing both mouse buttons at the same time. If you are using the model viewer camera behavior, you can now enable pan for it. You can do this for example with a ‘Execute JavaScript’ action. If you move a part of the static collision geometry while your game is running, and want the physics engine to respect that, simply run this new command afterwards. The new scripting function ccbUpdatePhysicsGeometry() is able to update the internal collision geometry of the physics engine. Possibility to update static Phyics geometry.You can use it to recalculate and fix normals for all kinds of static meshes now. It has also been renamed accordingly “Recalculate normals and tangents…”. The command for recalculating tangents and binormals, which is intended to be used for normal mapped geometry only now also works for all kinds of static geometry. Now you can choose manually which option will be used. Both options make sense, depending on the type and use case of your 2D overlay. You can now specify if a 2D image drawn as part of a 2D Overlay will be drawn ‘sharp/pixelated’ or ‘blurry/filtered’ when it is scaled. Also, the box is rotated and scaled with the object, so you can also test for non-orthogonal areas now. Set this to ‘box’ instead of the default ‘sphere’, and your objects will be tested against a box, which is more exact and useful in a lot of cases. The “On proximity do something” action now has a setting named ‘testArea’. Box testing for “On proximity do something” action.The footstep behavior is available as free downloadable extension behavior from the extension download page here. Use those actions to play sounds, blow up dust, or similar. Simply attach the ‘footsteps’ behavior to any object, and once it is moving, one random of three actions is run, after a specific foot step length. It is now possible to play foot step sounds easily. There is now an option in the publishing settings to enable your game/app to use the full web page size. This is nice especially for mobile apps and the WebGL target, but movement also on the Windows and Mac OS X apps feels now much more natural, when turned on. The first person shooter camera now has a new property named ‘movement smoothing’, which when turned on causes the movement of the player to be much softer, even on very slow systems. Much smoother first person shooter style camera.This feature is optional and can be turned off in the publishing settings. Files are now compressed, causing WebGL websites to download and start much quicker.
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