Verion 1.0.123 - June 15th, 2000 ------------------------------------------- Initial Release Version 1.0.144 - July 6th, 2000 [test version only] ------------------------------------------- - Attempt to fix 3dfx bug by disabling all children during processing - fix environment tab retains settings - fix materials tab retains settings - fix sun heading and pitch bug - fix lighting values not being correctly written to .scn file - add paint strength minumum setting to include zero strength - fix paint splotch at load-time bug by defaulting paint strength to zero - fix save track name correctly in the scene file - fix custom texture edit box so that contents are persistent - fix displacement map pathfilenames are correctly written to project file - fix autogenerated textures are no longer very low resolution after processing - add support user created probability TGA maps for eco system generation - add support user created placement BMP maps for eco system generation - fix custom track texture filenames not stored correctly Version 1.0.151 - September 1st, 2000 ---------------------------------------------- - Remove entire paint interface - Remove edge of world mountains. Edge tile geometry now tiles all the way to the edge of the world. - Add support for importing POV-Ray Targas allowing source terrain data with 65536 height resolution - Add Low-Pass filter when importing displacements to help smooth bumpy terrain - fix normal calculations on the edge each terrain 1x1 that caused an ugly seam to show up - fix bug where Enduro/Stunt terrains requested the incorrect displacement map size (513x513 is CORRECT) Version 1.0.157 - September 7th, 2000 ----------------------------------------------- - fixed bug preventing user created objects to work in mcm2 - added support for user created objects from 3D Studio via UNIBastard utility - added support for user created textures via MakeCMP utility - added support for converting .ASC files created in 3D Studio to POV-Ray Targas via ASC2POVTGA utility - fixed spline bug when creating tracks with funnels - fixed AI starts test driving at start of spline