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Oct 22 2008, 09:12 AM
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#1
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Beast ![]() Group: Members Posts: 66 Joined: 7-January 07 From: South Africa Member No.: 59,490 |
Hey Max, Flayra
After watching the video and been gobbed smacked I can’t wait to get my hands on your builder, it looks simple to use but very powerful. A proper WYSIWYG editor would be awesome, unlike some of the other editors out there. If anyone here has used the radiant will know what I mean, it’s the most cumbersome editor I have ever used. It's like it was designed to be slow and unwieldy. Once of the things I hated doing was compiling a map for the lighting and 95 % through and it stop's due to a leak. How will you guys handle leaks and the like ? If it’s possible could you give us a guess on when we can see the NSTR ? I think the editor should be called Infestation. I think NS2 is going to scare the crap out us with its proper lighting effects cant wait to play skulk hiding in the shadows preying on some hapless Marine We still play NS 1 at our lans here Keep the great work guys. Annihilator |
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Oct 22 2008, 06:07 PM
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#2
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![]() Game Director, Unknown Worlds Entertainment ![]() ![]() ![]() ![]() ![]() ![]() Group: Super Administrators Posts: 7,487 Joined: 23-January 02 From: San Francisco, CA Member No.: 3 |
I'm glad you're pumped for the game and tools.
Just fyi though, when Max talks about the "builder", he's not talking about our level editor. He's referring to a system tray application that watches when source files change and automatically converts them to the proper game formats. For instance, if you are painting a wall texture in Photoshop and save it, it would then automatically convert it to our in-game texture format and put it in the proper place in the NS2 directory. If NS2 was running at the time, it would then hot-load the texture so you saw your changes in-game immediately. To further confuse things, when Cory and I talk about the "builder bot", we're talking about a little AI robot that the marine commander controls to build and repair structures. -------------------- |
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Oct 22 2008, 09:54 PM
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#3
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![]() Anemone ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,193 Joined: 23-March 02 From: St. Louis, MO Member No.: 345 |
To further confuse things, when Flayra says "Cory," he's talking about SquealLikeAPig, and when he says "Photoshop" he really means "whatever 2d program you use," and when he says "proper game formats" he actually means "silly file formats that nobody has ever heard of."
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Oct 22 2008, 11:54 PM
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#4
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Minion ![]() ![]() Group: Members Posts: 229 Joined: 29-July 08 From: UK Member No.: 64,720 |
system tray application that watches when source files change and automatically converts them to the proper game formats. For instance, if you are painting a wall texture in Photoshop and save it, it would then automatically convert it to our in-game texture format and put it in the proper place in the NS2 directory. If NS2 was running at the time, it would then hot-load the texture so you saw your changes in-game immediately. That is just freaking hot. Why can't more developers do things the smart way?! -------------------- |
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Oct 23 2008, 06:13 AM
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#5
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Beast ![]() Group: Members Posts: 66 Joined: 7-January 07 From: South Africa Member No.: 59,490 |
Wow the hot loading sounds awesome, that must make life a lot eaiser, than making the texture, then exporting it, copying to the right location, load it into the game only to find it sucks
The builder bot sounds like a real plan, sometimes while comanding I find I have to jump out of the chair to fix things since my whole team is unable\unwilling to build the stuff I need in base, so an AI bot while be very usefull. Now I really cant wait for the NS2TR |
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Oct 23 2008, 06:14 AM
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#6
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Underwater ![]() ![]() Group: Members Posts: 366 Joined: 2-December 02 From: Calgary Member No.: 10,392 |
This is pretty fantastic news; as a novice level designer I am greatly anticipating playing around with the new engine and tools.
Also, the 'cute' factor on the little marine bot sounds great.. maybe not tooo cute, but somewhere between the portal turret and a gorge. -------------------- ![]() "There is hope, but not for us" (Kafka). "Don't be afraid of perfection. You will never attain it" (Salvador Dali). |
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Oct 23 2008, 07:35 AM
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#7
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Beast ![]() Group: Members Posts: 66 Joined: 7-January 07 From: South Africa Member No.: 59,490 |
Just a quick question the lighting is fully dynamic ?
Like if a fan is spinning and I broke it or turned it off it will the lighting change with the state of the fan ? |
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Oct 23 2008, 08:37 AM
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#8
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Minion ![]() ![]() Group: Members Posts: 235 Joined: 11-February 03 From: South Africa Member No.: 13,405 |
Yep, it's demonstrated in the engine video recently released, with the shutters opening and closing.
Automatically building art assets is going to make life so easy for your artists. That coupled with hot-loading is awesome. Really cool stuff. I'm a software developer and big into automated building and testing, so I totally understand the benefits. Working on stuff is a pleasure when the mundane, time-consuming tasks are taken care of in the background. Instant preview in-game without any action required is brilliant. |
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Oct 24 2008, 12:33 AM
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#9
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![]() Graphic Artist ![]() ![]() Group: Members Posts: 391 Joined: 10-November 04 From: Sweden Member No.: 32,724 |
God the hot-loading and automatic conversion sounds so good.
Awesome catering for the mappers/modders, that's for sure! -------------------- |
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Oct 24 2008, 07:55 AM
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#10
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Beast ![]() Group: Members Posts: 66 Joined: 7-January 07 From: South Africa Member No.: 59,490 |
Its jsut getting better and better
Cannot wait to get my hands on the tools |
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Oct 24 2008, 01:20 PM
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#11
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![]() Dark Minion ![]() ![]() Group: Members Posts: 550 Joined: 28-November 03 From: UK Member No.: 23,688 |
That sounds great, will make life so much more streamlined for us modellers and texture artists
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Oct 30 2008, 06:05 AM
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#12
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Beast ![]() Group: Members Posts: 66 Joined: 7-January 07 From: South Africa Member No.: 59,490 |
Hi Flayra/Max
I was wondering what kind of building limits we are looking at in the engine itself when it comes to rounded pipes and the like, also are you using an unreal style system with premade meshes or are you going the other of building everything out of polygons ? I cannot wait to get my hands on it, im truly excited about it !!! |
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