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Happy New Year


Josh

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blog-0685056001357087142.jpgToday I added the visible guides in the editor for point and spot lights. I also tested out the new FBX converter, recompiled with the 2012 FBX SDK. It works. (There are no file format changes in the 2013 FBX SDK, so this will load everything.) Our character models still have to be rescaled, so I added a resize option in the model editor. That way models can be resized and the model file saved, so you don't have to rescale a model every single time you place it in the editor. Having models I obtained from a third party who had never used Leadwerks gave me models that required slight fixing, but I didn't mind because it was a chance to test the art pipeline and improve the import process.

 

The command reference is just about finished up. Chris just needs to add a few missing pages. I still have to write most of the editor documentation.

 

Literally, the only thing left to program is the undo system. I expect there are still a few bugs to fix, but there's no new features that have to be implemented.

 

We are meeting with a packaging manufacturer tomorrow...

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I don't think people will be satisfied with just having a command-based system, so a full GUI designer will come later.

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Will there be a limited collector's edition box also, or maybe source edition? smile.png

With a crawler toy or robot toy, or the famous Leadwerks coffee mug.

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I have been following your blog for a long time now and I can't wait to explore LE3! the scale option is one of my favourite new features lol

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I don't think people will be satisfied with just having a command-based system, so a full GUI designer will come later.

 

is this going to be done through C++, lua, or both.

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I was wondering if we could use the new editor for custom engine projects?

3D world studio comes with it's file format specified in the documentation.

 

I have used the editor/file format for some school projects and it's a pleasure to work with but lacks some usefull features that I would wanted.

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As always, make games, not engines. Every game needs its own framework though, but let's not call them engines, but rather game frameworks. Game engine sounds like a general purpose framework, which they are not.

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I was wondering if we could use the new editor for custom engine projects?

3D world studio comes with it's file format specified in the documentation.

 

I have used the editor/file format for some school projects and it's a pleasure to work with but lacks some usefull features that I would wanted.

You mean just load the scene file format in your own OpenGL renderer or something? That's cool.

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You mean just load the scene file format in your own OpenGL renderer or something? That's cool.

Yes indeed! thanks for your answer!

I am very glad you got back to CSG style editor, as a programmer I like it alot.

Will the new editor support bush entities?

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Brushes are entities. If they have no mass and no scripts, they get collapsed when the scene is loaded, otherwise they remain as separate objects.

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