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New WED: Features #396010
03/01/12 13:08
03/01/12 13:08
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline OP
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Rondidon  Offline OP
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Germany, BaW�
Dear JCL,

I`m a long-term Gamestudio user and working on various commercial products that use Gamestudio A8 as engine at the moment. As allrounder concentrated on modelling and level design tasks as core competence (example) : I`m wondering how the new WED is doing, because the current WED without the feature to display in real time while not being too exact with models hampers my work. I remember that you asked the community about important features that should be in the new WED. Is there a feature list where we can take a look on to give you some feedback?

Many people in the community changed their workflow from MED modeling to Blender to get better results and the better tool. For us it would be really nice if the new WED could handle Blender files directly or with a special importer. A good and working direct FBX import into WED could be a nice middle way here.

Are you able to give some news about the new WED`s features and a potential timeframe? It shouldn`t be too exact, but is it about six months, a year or two years? Are you planning to release the new WED with Gamestudio A9 (which would make sense in my eyes)?

It would be really nice to know some more facts about future plans regarding the editors.

Thanks a lot for your time.

Best regards,
- Robin Kindler

Re: New WED: Features [Re: Rondidon] #396503
03/07/12 16:27
03/07/12 16:27
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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I second the import of Blender Files, but FBX would be ok, caus Blender can export FBX that are small than native Blender files.

For WED, i would see lot more the abilty to simply and quickly create our own panel in WED that we could activate / de actiavte or install/remove (somewhat like in Unity 3D) !
For example some people could create their own panel inside Wed for their game tools (special AI management, special Dungeon kit pieces alignment , own custom entities and attributes management etc ... etc ...)

It's just some idea !

Re: New WED: Features [Re: ratchet] #396531
03/07/12 19:45
03/07/12 19:45
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859
On the fly material editor!

Re: New WED: Features [Re: FBL] #396532
03/07/12 19:46
03/07/12 19:46
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline OP
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Rondidon  Offline OP
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Joined: Aug 2002
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Quote:
On the fly material editor!

+1. Very important.

Re: New WED: Features [Re: Rondidon] #396603
03/08/12 09:47
03/08/12 09:47
Joined: Dec 2006
Posts: 434
UK,Terra, SolarSystem, Milky W...
pararealist Offline
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UK,Terra, SolarSystem, Milky W...
+2


A8.3x Commercial, AcknexWrapper and VS 2010 Express
○pararealist now.
Re: New WED: Features [Re: pararealist] #396610
03/08/12 13:46
03/08/12 13:46
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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+3


Visit my site: www.masterq32.de
Re: New WED: Features [Re: MasterQ32] #396612
03/08/12 14:12
03/08/12 14:12
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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if new WED is based on engine dll as mentioned in forecast, and will be really a WYSIWYG editor, it will be an easy thing. (even my stupid MB editor has this feature, unfortunately without material effects because of version limits)


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: New WED: Features [Re: sivan] #396613
03/08/12 14:33
03/08/12 14:33
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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On the fly material editor!

You mean select an object, than see properties on a right panel and
a button to change the material ?
I would say better : a simple shader selector and skins selectors
for a model ( instead of programming this each time ) !

Re: New WED: Features [Re: ratchet] #396632
03/08/12 17:05
03/08/12 17:05
Joined: Sep 2003
Posts: 9,859
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FBL Offline
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FBL  Offline
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Joined: Sep 2003
Posts: 9,859
Shaders can be a part of a material, yes. But I really mean "material" which is more than just shaders.

And not a button alone... I want some menu with sliders for all the fixed stuff, and some selector for .fx files.

When I'm fine I want to be able to store the new material in some sort of material list where I can later choose the material again in case I need it for anoter object.

Re: New WED: Features [Re: FBL] #396707
03/09/12 11:22
03/09/12 11:22
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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There was a great material editor made in a 3DGS contest some time ago that could do what you want.

But i agree,
having it on WED, would be lot more friendly and fast in terms of workflow.
This applies to shaders also , we could have some shader list with the most common shaders and just click to assign it to a model laugh
Perhaps MDL7 ould need some little improvments ?

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