D2X-XL Worklog
Notes on features and problems from the development of D2X-XL, newest first.
DLE |
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Modernization DLE has been modernized along with D2X-XL. It is a 64 bit program now, its renderer has been rebuilt, and a lot of bugs have been fixed on the way. Segment Splitter A segment can be split into smaller segments. This is what the tools described below need to work well, since they don't create new geometry but only move the corners that are there. The splitter preserves the structure of the level as far as possible. Textures are carried over to the new segments and aligned again, walls - doors and other walls that can change included - are put where they belong together with their switches and triggers, and objects are assigned to the segments they are in now. Where a split segment meets a neighbour that has not been split, the splitter also builds the connection between the two wherever that is possible. For this it uses wedge shaped segments, which is why it only does so in D2X-XL levels. Software Tessellation Descent levels are built from cube shaped segments, so caves and rock formations in them tend to look blocky. DLE now has two tools to refine such geometry. "Round Structures" smooths the tagged surface, turning angular structures into rounded ones. "Increase Surface Detail" breaks faces up: it pushes the corners of a surface in and out irregularly, which turns it into rough rock. Both tools leave doors alone and refit the textures to the changed faces. They can be restricted to rock, water and lava textures, so the technical parts of a level stay as they are. A structure as built and after rounding it: |
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Rock with surface detail added, and such geometry in the game: |
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Ambient Segment Light Segments can now have an ambient light level and color of their own. So far the only way to get a dark area bright enough was to turn lots of its faces into weak lights, and every one of them costs performance in the game. Now the brightness is simply set for all tagged segments in one dialog, and D2X-XL uses it as the minimum of the ambient light there. Smaller Things
I also built a function that replaced unneeded empty segments with wedge and pyramid shaped ones to make levels render faster. It gained next to nothing, so I removed it again. |


