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Olby

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Everything posted by Olby

  1. @Josh, could you please update the standalone installer to include the necessary files? I also have the same problem, shaders in Templates\Common\Shaders are all from April 2014.
  2. Olby

    Continued Development

    I would prefer to see a much more smoother workflow and customisable user experience rather than new functionality. For instance my recent discovery of the non-existence of rectangular selection tool is a major dealbraker for now.
  3. Basically whenever the texture locking is enabled and you create a horizontal cylinder its texture will be stretched out of proportions. Afaik there is no way to avoid or fix it afterwards. Below you can see a cylinder created with texture locking (left) and without:
  4. This is a must. It's nearly impossible to work on a larger maps without grouping and rectangular selection boxes. Thanks.
  5. You took words out of my mouth. I'm really surprised this has not yet been addressed by Josh. Frankly I can not imagine how anyone could work on a level that is anything more than just a bunch of boxes.
  6. This is a ridiculous flaw. With no grouping and no selection box the only option is to shift-click items in the scene tab. Very disappointing.
  7. Hi, After sitting on LE for a while I decided to give it a try in a real project environment. Right off the bat I hit a massive show stopper. How do you draw a selection box to highlight multiple brushes/models? Thanks.
  8. My Top 3 List (for now): Performance Optimisations (both indoors and outdoors) Full CSG tool kit (carve, slice/cut, extrude, hollow) Improved Character Controller
  9. I don't see any reason apart from lack of dedicated tools why LE could not be used for cinematic purposes. As mentioned in this topic, you would have to write a visual editor or something to handle all the camera/lights scripting part. Without specific tool set you would have to code your scenes in LUA/C++. My suggestion is (if you already own LE) to try it out first by putting waypoints (dummy entities) and interpolate your camera movements through a defined path. You would need a custom waypoint script to handle linking between multiple points (first waypoint, child, parent etc., naming, camera rotation speed etc.).
  10. Josh, once we have them in, I'll carve you a CSG cake. I promise.
  11. I also got the same bug when playing around with the rotator script.
  12. Steam IS the middle man. Why can't Josh sell the product to customers directly through his website? I see many positive side effects of Steam, but there are tons of issues as well. Personally I believe Steam is great for games, but not suitable for programming software distribution. At least I'm not aware of any big name engines pushed through Steam.
  13. Not a good sing. They're constantly pushing for Steam edition. If this happens I will have to look for another engine. It's such a shame that this wonderful project, from what it seems, is steering towards a single distribution platform.
  14. http://web.archive.org/web/20120814205421/http://melog.ch/worldbuilders/img/cshop_th.jpg
  15. Say I'm working on a project where all assets are custom made. Every time the project is updated through the IDE it will copy all models and textures from the sample game. Like why would I need the crawler model if I'm not using it.
  16. C-S-G C-S-G C-S-G! I tried to model the most basic map, two rooms connected by a small passage. Took me ages to draw all walls, align them properly etc. With CSG carve/hollow functions that would take me exactly 5 seconds
  17. If I understood him correctly, then what he is trying to avoid is that emitter piercing the floor and coming from below. If you have two hallways stacked on top of each other and each has a particle emitter in it then at some viewing angles you will be able to see particles seeping through the floor. Actually I would also want to know what's the best way to avoid that.
  18. YouGroove's test scene: I get 88 FPS (release) with Intel 4000 and 111 FPS with dedicated GT 630M. 2 year old Toshiba laptop.
  19. Just an idea, but perhaps you might want to add a function that exports a list of all the third party assets used. You know for legal, credits screen etc.
  20. Wow, I didn't even know this was possible in 3.0. That's a bummer we don't have the option anymore.
  21. Awww, don't even start with this whole Sketchup thing. Tried it and hated it... That's why I'm looking at LE3.1, fingers crossed, hoping it will bring back some old school BSP goodness back from days when map making was fun and not a modelling chore as in Max or Maya.
  22. Looks cool, but perhaps a bit of an overkill for basic BSP mapping. I will be happy when and if Josh brings back the carve, slice and hollow functions from 3DWS.
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