News

Host change done!

Posted by on Feb 24, 2014 in News | 0 comments

Host change done!

Changing hosting from Godaddy to 1and1 . Please stand by as we hammer things in here and make it a bit more like home.   ~ the change is done. Now and we are making this place as it should be . Prime_8

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P3D 2 in Development!

Posted by on Jan 29, 2014 in News | 0 comments

P3D 2 in Development!

Better GUI and tools , just all round better ! Pic of the an earlier Beta ( Codename Frosting ) above. The newest cut has a all new GUI system . The GUI will be totally in the window , as in there will not be any floating tools outside of the main window . Once some of the remaining GUI widgets get completed , it will be a steady stream of the earlier P3D1 functionality showing up in Frosting. As it is now Frosting has made some leaps in functionality under the hood that will simply preclude some of the old tools. In our forums here : P3D2...

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Prime 3D

Posted by on Jan 29, 2014 in News, Projects | 0 comments

Prime 3D

P3D was built to allow users to rapidly build & import the assets into the native .N3D format that NG products use. This dramatically speeds the load times and allows the .N3D file to act as a main asset container for meshes, textures, & shaders. This results in better work flow and faster production time. With P3D you can setup a scene or space exactly how it will look in a NG 3d engine. No guessing or need to position thins using trail and error coding , compile & run to check location and alignments is now a thing of the past ....

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Prime 3D features

Posted by on Jan 29, 2014 in News | 0 comments

Prime 3D features

The Basics (PRS) Position, Rotate, and Scale entities(ent) by direct entry for high precision placement, or use the “edit gizmo” to drag your ent into place. Simple alignment tools such as “look at” , “orient to”, “move to” , and the ability to apply any of the PRS values saved or direct entered to any selected ent. This mas a great way to set up many ents very quick. ┬áCopy & Clone of entities, where you can decide if it is just an instance of the original mesh or a standalone copy. Basic...

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