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franck22000

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Posts posted by franck22000

  1. Hello manuel :)

     

    I let Josh answer for the first question and give you some advice on what to do but i can answer 2 and 3

     

    2- Yes Josh have some plan to port the engine at least on Mac Linux and probably other platforms later.

     

    3- Yes there will be a reduction of the price for LE3 if you buy LE2, i guess we will pay only the price difference between the two engines.

     

     

    I let Josh to give you more precision ;)

  2. Hello Vetal here is a C++ example code:

     

     

    TPick _Picked;
    CameraPick( &_Picked, Camera ( framework camera here ), Vec3(GraphicsWidth() / 2, GraphicsHeight() / 2, 100), 0);
    
    TMesh _Decal = CreateDecal(_Picked.surface, TFormPoint(Vec3(_Picked.X, _Picked.Y, _Picked.Z), NULL, _Picked.entity), 20.0/16.0, 32);
    
    
    EntityParent(_Decal , _Picked.entity, 0);
    PaintEntity(_Decal , LoadMaterial("abstract::bullethole.mat"));
    
    AddMesh(_Decal , _Picked.entity);

  3. Hello, i have no problems with the engine and those drivers on my side, but i dont know how it is with the LE evaluation demo, the engine had a lot of bugfixes since this demo was built. i recommand you to buy it and if the problems persist Josh will surely fix it quite fast :)

     

    If you have some questions about the engine, feel free to ask :D

  4. It's good because it's easy but as rick said before it can be good too:

     

     

    1- Make the base architecture of your buildings.

     

    By this way you have rapid results and once the base architecture is finished you add some blender/3dsmax mades models in the editor on this building for the complicated parts, it's called modular level design if i remember right.

     

    For example, a programmer or level designer can make a room with CSG in 2 minutes and ask for an artist to make models to place inside this room. It save time and 3D artists have less work to do.

     

    mesh_display_size.jpg

     

    On a csg editor you can male a good building in a few ammount of time compared to a specialized modeling tool. I dont need to know UV mapping or crazy interfaces of blender or 3dsmax to make some good things.

     

     

    2- Prototypinq a level

     

    By building some CSG brushes, a programmer or level designer can do some prototyping of a level without the need of an 3D artist.

     

    Anyway it change nothing for artists if they dont want to use CGS they still can make their buildings in some modeling applications.

     

    Valve use CSG a lot, Epic Games use CSG, frictionnal games use CSG, Crytech too, this is not for nothing :)

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