Not long til I'm working your mumhopefully not long till i'm working with it!
Not long til I'm working your mumhopefully not long till i'm working with it!
Not long til I'm working your mum
Lightmass: Yet another way 3D developers are laboring to make sure that you can't see a dang THING....
Seriously - anyone who misses Darkmatching from Unreal1 - why? All you have to do is play UT3, where you can't see anything at all, even in the outdoor daylight levels....
Lightmass: Yet another way 3D developers are laboring to make sure that you can't see a dang THING....
Not long til I'm working your mum
[GU]elmur_fud;2272564 said:All this seems cool but the browser stuff strikes me as pure fluff. I was hoping to see them actually address some of the things about the editor that keeps alot of modders at bay.
Actually, it's the best tool we could ever have, every Dev should have that at LEAST to properly playtest their levels.I really like the improvements of the content browser.
- I guess there will be right click menus aside from the drag-and-drop thing
- The tag and the collection are really useful
- I guess when you drop a material to a mesh, it will check which material index of that mesh is at that point of your cursor
- I really like the GI solution, yes, it's kinda late but always welcome to most users
- The MCP is really cool
Actually, it's the best tool we could ever have, every Dev should have that at LEAST to properly playtest their levels.
It definately shows the gameflow and where there is useless geometry = waste of time and money!
Actually, it's the best tool we could ever have, every Dev should have that at LEAST to properly playtest their levels.
It definately shows the gameflow and where there is useless geometry = waste of time and money!
It's very useful for SP. You can find places where the pacing of the level isn't proper.
Yes, but playing your own creation is the worst way to test things because you won't find errors as well as others.