6/3/07: Fixed bugs and added 'offset' in CubeTheSphere
6/14/06 KML (Google Earath) to X3D/VRML/OBJ and soon Unreal
10/23/05: Max - Fixes to XML encoding, outputting animation
8/9/05: X3D/VRML: UI Protos
7/29/05: Max - more bug fixes, mainly for polygon (IFS) export to MaxToX3D exporter
4/16/05: Max - Some bug fixes to MaxToX3D exporter
3/19/05: 2D - Added 'Cube The Sphere' which creates cube maps from sphere maps.
2/2/05: X3D - Fixed some 'scenealyzer' bugs
1/22/05: X3D: Terrain now working for X3D encoding. Fixes to 'Matinee' which allow for Bezier movement.
12/15/04: X3D Tools: Posted SAI tool for generating Javascript wrappers for VRML/X3D worlds.
8/6/04: X3D: Added 'beep when done' and foundation for UEd3 fly-throughs (that's Matinee Movie stuff y'all), should be working soon. Prepped for SIGGRAPH 04.
8/4/04: X3D: Fixed X3D UV panning (for real this time). More options for Viewpoints/PlayerStarts which have their own tab now. Note: the 'auto' feature not hooked up yet
8/2/04: X3D: Finally posted that fix from 7/31. Includes other fixes around the new folder options (may be more bugs lurking. please let me know).
7/31/04: X3D: Thanks to Victor Reijs, found bug in last version. If you're seeing odd 'texture not found' bugs with ill-formed VRML coming out when doing Terrains, set the Folder Options to 'place all in same folder' until I can post the fix later today.
7/29/04: X3D: Fixed bug where Movers in WRL files were syntactically incorrect, Flux no like. Contact didn't bitch.
Better path pickers! More asset-copy options to support UEd 3! Ex: if a texture name is SomePackage.Floor.abc, then you can opt to have the resulting name be SomePackage.Floor.abc.jpg, or SomePackage\Floor.abc.jpg. Note the second one is closer to what UCC exports (folder is package name). Using the first option, you can have all assets in the same folder. Why? So meshes can share assets without duplication, silly. More options are coming!7/25/04: X3D: Now supporting the 16-bit BMP's exported from UEd 3 for Terrain. Also you can export a javascript which you can paste into your home page that will pre-load the image files, so they are more readily available by the time your scene loads.
5/28/04: X3D: Now option for Flux, Contact, VRML97. If Flux, outputs .X3DV file. If VRML97, uses scripts for UV Panning of textures, elsewise uses PostionInterpolator2D.
Palette Tool: Hey, blast from the past. Added ability to merge palette from other file (Load Palette), and fixed multi-move.5/21/04: X3D: Fixed some mesh issues, more options for lights. When you convert just the Build Brush, you have the option to have it seperated into contiguous per-material meshes. Meaning, each material can become a seperate mesh, but in addition, only polygons that share vertices are added to the mesh. What does it all mean? The old version would produce one big group of polygons. The version as of 5/3/04 built per-material meshes, but those meshes might be all over the place. Say, if you have a bunch of buildings that share the same texture, they'd all be included in one big mesh. Now, you can have it segment those meshes, such that each building has its own mesh-per-material. Trust me, it's a good thing.
5/7/04: X3D: Now supports height-map terrain and fog.
5/3/04: X3D: Now can output one IFS (mesh) per material/texture. This greatly decreases file size and increases performance.
5/1/04: X3D:Minor fixes: material names now prefixed with Mat_, extra mesh fixes. Next up: optimized IFS's.
4/30/04: X3D:Addition crash-due-to-bad-data fixes. DDS support (does not display image during processing). Fixed mesh orientation.
4/27/04: X3D:Improvements to support UEd 3.0. I must say, having done this, I must recommend UEd 2 over UEd 3 for doing this stuff. It just has less bugs. 'Fixed' the crasher many people saw, which was that UEd 3 puts out BAD data, and the converter was choking on it. Complain to Epic!!
4/11/04: Fixed X3D 'FlickerLight' (WRL worked ok)
3/21/04: Site gets a facelift. Original Unreal Intro online!
1/11/04: Updated UnrealToX3D to handle UEd 3.0 better.
11/10/03: Wrote up a SIGGRAPH paper on UnrealToX3D (VRML)
10/25/03: Fixes to 3DMFtoUnreal. Can now scale, and ignore textures.
10/3/03: Fixed texture bug introduced 9/18/03. Runs well! Working on Dispatcher, StochasticTrigger
10/2/03: First VRML97 extern-protos for some handy Unreal objects: Triggerable Sound and Lights, flickering lights, Dispatcher, DynamicAmbientSound, StochasticTrigger. More coming, and X3D implementations too. See 'Converters'
9/18/03: Full installer for latest VRML/X3D converter.
5/8/03: Fixed VRML pitch/roll on movers. Added AttachMovers (need to actually do the attach tho).
5/7/03: VRML now with Fly-Thru! InterpolationPoints will be used to make a fly thru. See these links to see what I means: Unreal Unreal Tournament
5/5/03: Fixed VRML viewpoint (playerstart) orientation. May also fix Mover orientation.
5/3/03: Yet more fixes for VRML/X3D. Some UI improvements, like an icon.
4/30/03: More X3D enhancements. Should be pretty on-par with VRML now. VisibleTeleporters now 'meshes' (external VRML/X3D files)
4/27/03: X3D sample posted HERE
4/25/03: X3D now using 'USE' for appearance, so load times are greatly improved.
4/24/03: VRML converter now does Teleporters. Be sure to grab the PNG texture file for the VisibleTeleporters. Yep, they spin!
4/22/03: Updated OBJ converter. Can now ignore 'no texture' polys as well as 'DefaultTexture' polys, making it easier to do entire maps. Also saves/loads prefs.
4/21/03: More improvements to VRML converter. Movers translate and rotate (PHYS_MovingBrush) and rotate (PHYS_Rotating), but rotation is Yaw-only so far.
4/11/03: Many more enhancements to VRML converter. Movers, 'lens flare' (if a light has a Texture (sprite)). Triggers can be indicated visually. Settings are saved/loaded.
4/4/03: Many enhancements to VRML converter. Now does Sounds (Ambient, Dynamic Ambient, Triggered, and on Lights), triggered lights. Many small bug fixes largely in VRML syntax. Generates 'default viewpoint' and events to set it (to get around Blaxxun bug). Panning (scrolling) textures! So water, clouds, fire, etc. MOVES.
3/27/03: VRML converter now also saves X3D and sounds (on Lights and AmbientSounds)
3/25/03: VRML converter now does skyboxes.
3/15/03: More big improvements to UnrealToVRML. Does non-solid and masked textures.
3/10/03: Big improvements to UnrealToVRML
3/2/03: Uploaded UnrealToVRML converter. One more fix to UnrealToObj
2/22/03: Final texture alignment fixes for UnrealToObj. Perfect!
2/18/03: UnrealToObj fixes materials, now does shiny too.
2/1/03: Uploaded UnrealToObj installer (resolves OCX thing)
1/22/03: Rewrote texture conversion in UnrealToObj. Now 99% correct (some panning errors). But it's damned close!
1/13/03: Fixes to 3dmfToUnreal. Can now build map or brush. Maps are generally better, as they can handle the multiple objects often found in 3dmf files.
1/12/03: Fixes to UnrealToObj. Also now exports 'report' of various things to aid import to Director/Shockwave
12/17/02: Fixes to 3dmfToUnreal and UnrealToObj
12/3/02: UnrealToOBJ converter now does entire maps (no subtracts! so you need to reduce-out all subtracts!)
7/27/02: UnrealToOBJ converter now does textures better (still not perfect, but getting there)
7/17/02: Unreal To OBJ converter now does textures (although not aligned well)
7/2/02: Added simple Unreal to OBJ converter
6/30/02: Added simple 3dmf to Unreal converter on Converter page. Also Stonehenge map I made using that converter on Maps page.
12/6/01: Sorry for no updates in so long. So busy. And now thanks to AT&T's unbridled greed, here we are on a new server.
4/20/01: Fixes and new Spread for Palette Tool
3/20/01: Working on Defence Alliance
3/14/01: Added Palette Tool
3/12/01: Added Platonic Brush Builder
3/8/01: Added Spawner
1/25/01: Fixed ChinaSyndrome.zip to include sky texture file.
1/24/01: Added Clocks
1/11/01: Added ToggleVelocityZone and CounterZone
7/13/2000: An electical storm, synced skybox, sound, killer bolt tutorial.
7/4/2000: Ringworld7 now available!
6/9/2000: Updated WarpZone Tutorial
5/30/2000: Added Links page
4/13/2000: Added Cyclone Tutorial
4/8/2000: Site goes online.