Jump to content

Project Launch Settings and Mod Support


Josh

2,200 views

 Share

The new editor is being designed to be flexible enough to work with any game, so it can be used for modding as well as game development with our new 3D engine. Each project has configurable settings that can be used to handle what the editor actually does when you run the game. In the case of a game like Quake, this will involve running a few executables to first compile the map you are working on into a BSP structure, then perform lightmaps and pre-calculate visibility.

Image1.thumb.png.d5005d77ce099d6c124a63a036a77221.png

You can also set up your own custom workflow to automatically convert textures and models, using either the import / export capabilities of the editor plugins, or an external executable. In Leadwerks, this was all hard-coded with the FBX to MDL converter and a few other converters, but in the new editor it's totally configurable.

Image1.png.fbf34691572343165a99fb5b2fa2d82a.png

  • Like 8
 Share

6 Comments


Recommended Comments

Search is working right now. That's what that text field in the asset browser is. It can handle a hundred thousand files in less than a second. I'll write a lengthy article about the asset browser, as a lot of work went into making that work at scale.

  • Like 1
Link to comment
On 10/6/2021 at 4:11 PM, Yue said:

A search box option in Assets and Scene I think would be great

Here is what it looks like now:
Image1.thumb.png.ce5dd165746579c00e39e9dea871f754.png

  • Like 1
  • Upvote 1
Link to comment
Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...