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Azazel226

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Everything posted by Azazel226

  1. I feel like everyone is missing the point, but the question has been answered. Thank you for your time.
  2. First, thanks to everyone that's offered advice on this. In the case where it's me working as the programmer and a steady, solid member of my project working as the artist, of course buying an additional license would be the right thing to do. Most bedroom programmers though don't have access to a dedicated artist however, and thus commission/buy work as they can and from whom they can. I think we can both agree that buying a license for every artist you could potentially contract or commission to generate art for your project is unrealistic in this situation. Thank you for clarifying this issue for me. I suppose when I boil it down, what I was expecting is a freely available, simple method for any artist out there with an asset to be able to visually verify that their artwork is indeed Leadwerks compatible and engine/game ready. In most engines I've dealt with, the content import process is always hampered by some "gotchas" and format/engine oddity that need to be taken into account, least problems arise. In those instances, it's nice to have a simple viewing program to verify the model/material/etc is indeed working properly, animates properly and looks as intended. Accepting the files and doing this step myself of course is always an option. I believe that's what most people do now. I suppose I don't see why more people haven't raised this issue to simplify the process and allow a more streamlined system to positively impact the pipeline. Perhaps I've personally had too many conversion/format/incompatibility headaches to think about this objectively. In any event, I apologize if I appear argumentative. That's not my intention. Thank you for your time. Dell P.S: An example of what I'm trying to convey is here: Verify that this model pack functions and looks correct in Unity
  3. Thank you both for your input. I honestly didn't expect this to be much of an issue, but apparently it can be. I've been trolling around the boards for a while now, and I understand that the primary Leadwerks developer is working on the next major release, and is also drumming up ideas/interests on how to improve the product and worthwhile features. Has this topic come up? It seems pretty backwards to be honest to have to worry about breaking the agreement just because you want to be able to outsource artwork that can be independently verified without buying copies of the engine for all would-be contractors. I appreciate the input and guidance given, Dell
  4. Thanks for the replies. It seems you both are suggesting the option B approach; which is to write my own asset viewer/verifier(s) to send out to hired artistic help so as to adhere to the agreement. Not the end of the world by any means, but it seems pretty lame to have to rewrite existing, fairly basic tools that would serve the purpose just fine if 3rd parties could utilize them for the purposes of checking and verifying media in Leadwerks. Thanks for the help, Dell
  5. Hi, I was wondering how you would go about approaching asset creation/assessment for the Leadwerks engine utilizing artists who are not licensees. There are tools available to help assist an artist in visualizing what their work would look like in the engine in the /tools/ directory, but the license agreement explicitly forbids handing these tools over to anyone. At any rate, I'm merely curious as to how people solve this problem. I wouldn't want to have to babysit an artist I commission through the entire creation/verification process to ensure that their work is solid and usable in the engine, but it also seems a bit of a waste to write my own asset viewers when this functionality already exists for the most part. Am I missing something? Thanks for any clarity you can provide, Dell
  6. Greetings, This appears to be a common issue. Here's a quote from http://www.winvistatips.com/opos-so-linedisplay-createwindow-problem-t194728.html Later on in the thread the author got around this problem by doing a #undef on the CreateWindow macro. Oh yeah, first post, and hello
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