List: New features
jDesigner v2.1.1 and later
(3-18-05 released )
It is better to wait for
the Thumbnail list blue
que meter (above) to complete.
Likely you can do most things in the editor while the meter is
still showing. Just that anything Texture related may not work
Keep in mind jDesigner and it predecessors, did not allow
a texture 'thumbnail list' of more than 261 total textures.
In this version it may be limitless!
(Thanks Tom !)
Right click on ANY texture in the image thumbnail list.
And the following dialog pops up:
TEXTURE LIST (Tree)
The Master list
contain ALL of your textures you have inside the
GlobalMaterials Directory in you Jet3D install path.
You can't change that portion so we will move on...
1. Creating a
2. Right mouse click in the
Texture tree area
and the shown dialog comes up.
Is the default name.
If you left mouse click once on the NewGroup,
it will be highlighted.
Then you can type in a new
See Group name Suggestions at the bottom of the page
You can I delete a New or Created Group.
Just highlight it 'blue' with the mouse left double click
and press 'delete' on your keyboard. The textures are not
just the group name. They stay in the Master list' as you can see.
4. To add textures
to the group, drag the thumbnail image for
below and drop it into the desired 'group' name (windows
(Shown below: I dropped two water textures into the newly
created "Liquids' Group.)
REFRESH TEXTURE LIST
This is for when you
add new textures while jDesigner3D is open.
By default when you start Jdesigner, it will 'refresh' the
directory tree to
show ALL Textures that are in the 'Global Materials' Directory on
hard drive in your Jet3D install path.
So as to avoid having to
restart the application to update the texture list to reflect recent
textures you have added in. You can now simply click the
Then you will be prompter to
Save your currently opened jDesigner Map/level.
Choose Yes, if you want the map you are working on saved
No, will open a NEW default cube map.
Cancel will abort the' refresh' function.
It is in the wrong format. All textures in proper size,
proportions and color depth will load.
Read the FAQ and 2D artwork section for more info on specifications.
We can categorize
our textures to find them faster simply by carefully
naming your NewGroups.
Here are some suggestion:
Liquids: All water,
nuke toxins, lava, etc
Metal: Garage doors, rusty generic metal etc
Earth: Grass, Mud, Cave, Outdoor non-man made.
TERRAIN: Place your landscape textures and heightmaps here.
Sprites: 2D detail object textures. spiderwebs, grates,
Stone: Man made cut or formed rock, concrete, brick, etc.
Skies: You backgrounds, and skybox textures.
Walls-Interior: I use this because of all the indoor
specific textures for houses.
Walls-Exterior: Siding, brick, out side building walls.
Roofs: Shingles, Slate, etc.
Floor: Interior floors, wood, tiles, etc.
Wood: Generic that does not qualify in another category
Doors: Door frames, doors, etc.
Church: I got more specific here since I had many textures
in a church, this is a good idea when you you have specific
used for one area of a level.
Objects: Textures specific to prefabs or objects for
Crates, chairs, etc.
- Ken Deel