Jump to content

Olby

Members
  • Posts

    456
  • Joined

  • Last visited

Everything posted by Olby

  1. I agree, this scene list is very tedious to navigate. Some grouping options are a necessity.
  2. @Josh - What would you suggest if I want to build a level that has lots of tall structures (skyscrapers)? This restriction does not allow us to build atmospheric scenes as you would always have a (full-bright) cut-off at some point.
  3. Agreed, please implement Hide Grid option. It's very very hard to view certain areas of a level otherwise. And constantly changing the size of a grid does not yield precise mapping (that's the beauty of CSG).
  4. After playing with Leadwerks 3.1 for a day now, I can also report extremely low frame-rates for the AI & Scripts scene (the crawler one). Debug runs at about 10 FPS and Release at roughly 20-26 FPS. As much as l would like Josh to focus on other aspects of the engine, performance is a huge issue and needs to be tackled- at least gradually.
  5. Same here. Had to install VC++ 2013 (x86) redist (vcredist_x86.exe) from: http://www.microsoft.com/en-us/download/details.aspx?id=40784 Also getting the "map file version 22 not supported" when running or debugging.
  6. Josh promised to work on full CSG toolset in the near future. So fingers crossed, we are destined to see some of that 3DWS CSG goodness once again.
  7. A DLL-lib would be really nice. This way we can use any language or application to export LE models. Great idea!
  8. I personally dislike the idea of steam-only edition. Josh is putting too much trust into Valve/Steam. Rightly so they are a great bunch but then again never put all of your eggs in one basket. I feel a bit penalised now as I wont be able to get the latest updates asap due to personal preference of avoiding steam. Not great, not great, although I'm still grateful for a proper standalone release even if it's a bit behind.
  9. They said the exact same thing about mouse around when it was invented
  10. That would make a lot of sense, after all I don't think mobile devices will be capable of handling real time shadows if it makes a decent computer crawl.
  11. Read through this post: http://www.leadwerks.com/werkspace/topic/8518-shadow-bug/ Josh (paraphrased) replied - "just live with it". Pre-calculated lighting (whether he likes it or not) saves a lot of headaches such as in the post above.
  12. Agreed. Please bring back the integrated light mapper. Since LE3 had it already I doubt it requires too much work.
  13. All right, sounds great. Hopefully we can get some of those CSG cutting/slicing tools back from 3DWS as well.
  14. Can you multi-texture a CSG cube using different materials for each side as in 3D World Studio? (Edit) Sorry, just asking as I'm waiting for the full release.
  15. Olby

    Cut-tool

    Guys this is not the point. Yes there are many other level editors and modelling applications, but none of them can beat the established Valve Hammer or 3D World Studio editing. It is fast, simple, accurate and most importantly FUN. Your creativity is lost when you have to switch between applications and constantly re-import your assets. This is why I bought Leadwerks in the first place- it combines level editing and Lua scripting in one coherently designed package. My only wish is they re-implement full CSG tool set from 3DWS. [Edit] I personally never liked SketchUp.
  16. Olby

    Cut-tool

    Hands down this is the most dreadful omission out of all. From what I know boolean operations on constructive solid geometry (CSG) are integral to the approach and calling LE3 editor a CSG based editor is a bit misleading as for now it can only do basic manipulation of modelled props but none of the proper CSG operations. So yeah, in short I'm looking forward to a full implementation of carve, hollow, slice and vertex editing in LE 3.1.
  17. Haha, tell me about it. I missed the pre-order deal and bought it two days later. Now sitting here watching LE tutorials over and over again. Looking forward to the full release!
×
×
  • Create New...