Yeah, but I really don't think D3Edit really needed to be that complicated, and I know there are people out there who agree, or at the very least can relate. Like I said, Blender can do a lot of the same things and more a heck of a lot easier.And the thought has already crossed my mind to just build it all in Blender then piece it together in D3Edit, as that would be much easier for me. Unfortunately, there is the issue of converting files so that both programs could read them, and the sad truth is that I don't know many means of doing it, at least not with Blender. Granted, I once found a converter program that could do it, but it'd cost me fifty bucks to get the full version just so I could use it, and I wasn't willing to pay it. Maybe that can be Atan's next project, figure out some way to get D3Edit to work around that issue...whatever the case, if it can be I would be forever indebted to that person.
The Toshiba mk3263gsx 320GB HDD has Windows 7 on it with only 1 primary partition.The Hitachi hd20500 500GB HDD that has Arch Linux 64 on it has 4 primary partitions (/boot (ext2), swap, / (ext4), /home (ext4)).Although I considered it for a long time back in April 2010 when I was getting ready to set up the new Hitachi hard drive, I decided that if I really want to to play games, or do level design and testing for them, I can just swap out hard drives. As of late I've been on the Windows drive for just that reason. I have 7+ year old Descent 3 projects I had abandoned in 2003, zipped into a file, given to a friend, and subsequently forgotten about, until this year. Plus, restarting them but using Blender instead (in Arch of course) and in the process learning said utility would be educational.
It's not the greatest interface ever and is not easy either, but when you compare it to Polytron, D3Edit is heaven.
The size scale remains exactly the same, so you can save yourself the time of converting the Pyro and importing it into Blender just by knowing the radius of the model (6.79 units, ~7u). Since Descent 3 does collision detection by spheres, just create a sphere in Blender with a radius of 7 units, and that should serve perfectly as the model to scale your creations by.
so you don't exceed the 3,000 polygon .orf limit
Mine:MAX_LEVELS_PER_MISSION 30 MAX_ROOMS 400 // 0-399 ( Mine rooms )MAX_PALETTE_ROOMS 50 // max number of loaded rooms (400-449)MAX_OBJECTS 1500 // total number of objects in worldMAX_POLY_MODELS 1000 // total number of POLY_MODELS in worldMAX_ACTIVE_DOORWAYS 100 // specific doors inside mineMAX_DOORS 60 // predefined Doors useable by EditorMAX_TRIGGERS 100 MAX_PATHS 100 MAX_PATH_PORTALS 40 MAX_GAME_PATHS 300 MAX_NODES_PER_PATH 100 MAX_GOAL_ITEMS 12 MAX_LEVEL_GOALS 32 MAX_GOAL_LISTS 4 MAX_WAYPOINTS 25 MAX_SOUNDS 1000 Rooms: MAX_REGIONS_PER_ROOM 200 // Facestructures, not connected to room shellMAX_FACES_PER_ROOM 3000 MAX_VERTS_PER_ROOM 10000 MAX_BNODES_PER_ROOM 127 Faces: MAX_VERTS_PER_FACE 64 Textures: MAX_BITMAPS 5000 // MineMAX_TEXTURES 2600 // RoomMAX_VCLIPS 200 // OAFVCLIP_MAX_FRAMES 50 // oaf-FramesMAX_BUMPMAPS 500 MAX_FORCE_FIELD_BOUNCE_TEXTURES 3 // TF_FORCEFIELDMAX_SPECIAL_FACES 13000 // TF_METAL + TF_MARBLE | TF_PLASTIC Objects: MAX_MODEL_TEXTURES 35 MAX_POLYGON_VECS 2500 MAX_DETAIL_LEVELS 3 MAX_PROP_LEN 256 MAX_NAME_LEN 32 MAX_GROUND_PLANES_PER_MODEL 10 MAX_GUNS_PER_MODEL 64 MAX_SUBOBJECTS 30 MAX_POINTS_PER_SUBOBJECT 300 MAX_WB_GUNPOINTS 8 MAX_WB_FIRING_MASKS 8 MAX_WB_TURRETS 8
Here the values I put together over the years. I'm not 100% sure if all is correct, but it's better than nothing so I believe.
...or the Fusion engine is not a very solid one in spite of its advanced state at the time.