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Re: A7 next gen workflow : [Re: Blattsalat] #160819
10/15/07 07:16
10/15/07 07:16
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
hmm, with fbx import/export i have no more problems with the workflow..
i guess expert has watched to much editor videos quite nice, thats true, but i think focus should stay on the engine itself and not the editors for 3dgs

Re: A7 next gen workflow : [Re: ello] #160820
10/15/07 10:06
10/15/07 10:06
Joined: Sep 2007
Posts: 658
germany
Tiles Offline
User
Tiles  Offline
User

Joined: Sep 2007
Posts: 658
germany
I disagree here. Focus should stay at the editors as it stays at the engine too. Even more at them. Because that's where the engine gets its life from. Adding content is a thing of the editors. And what's a game without content?

At least I need feedback. Immediately. And not after dozens of not necassary mouse clicks and including tons of external code to have a look at the result. Unexpected slow and complicated workflow just leads to frustration. And you will see this at the games.


trueSpace 7.6, A7 commercial
Free gamegraphics, freewaregames http://www.reinerstilesets.de
Die Community rund um Spiele-Toolkits http://www.clickzone.de
Re: A7 next gen workflow : [Re: Tiles] #160821
10/15/07 22:05
10/15/07 22:05
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
In WED, a small change or addition of build AND run would save many clicks over a long period of time. WED used to have such a feature (A4 and may early A5) but it disappeared for whatever reason.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: A7 next gen workflow : [Re: Orange Brat] #160822
10/15/07 22:48
10/15/07 22:48
Joined: Oct 2004
Posts: 1,856
TheExpert Offline OP
Senior Developer
TheExpert  Offline OP
Senior Developer

Joined: Oct 2004
Posts: 1,856
Perhaps Conitec should totally forget WED and MEd and
begin from nothing , a totally new World/terrain editor.

Caus Med and Wed interfaces look very outdated.

The worst MEd is not artist / friendly oriented, bad ergonomiv, little buttons, kot of menu functions for bones , perhaps you'll never use.

They should bring totally new interfaces, panels, some concurrents can easily inspire them
or inspire by Cryteck SandBox.

Re: A7 next gen workflow : [Re: TheExpert] #160823
10/16/07 00:04
10/16/07 00:04
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
Expert

Joined: Oct 2004
Posts: 4,134
Netherlands
I think MED is just fine, and the only real thing you need to do with it is to convert models from third party tools to gamestudio format. And you need WED to place the models in you made with third party tools. Thats all you need to make a nice environment, and I've done some nice scenes with A6, the editors are the least things I complain about with gamestudio.

I just wished they improved the workflow for 2D stuffs such as panels. Something like flash would be very nice. A simple timeline and assign transform, color and movement actions to panels from here. Call this timeline-object anytime and your interface animation will play. Something simple like that as a start, how hard can that be to construct.

It would open up a lot of possibilities for nice moving and changing interfaces, buttons, menu's. Just alot more dynamics for the 2D engine. Especially for non shader and even non programmer artists.

Last edited by Joozey; 10/16/07 00:06.

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Re: A7 next gen workflow : [Re: Joozey] #160824
10/16/07 04:12
10/16/07 04:12
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
Senior Member
msl_manni  Offline
Senior Member
M

Joined: Dec 2005
Posts: 478
India
I think that there should be support for lightmapped models for A7 and wed. It will also be better for managing LOD for level geometry. Wed should be made only to place models/geo and Med should have the import and arranging of textures, shaders, and at least 2uv mapping for light mapped models. Though there should be some terrain manipulation in wed.
The FBX import/export pipeline is the best solution. Now A7 has to support lightmapped model integration into the pipeline, both Wed and Med. There are better Model/Lightmap creation tools from 3d party. A7 has to only support these into the workflow.


My Specialities Limited.
Re: A7 next gen workflow : [Re: msl_manni] #160825
10/16/07 11:15
10/16/07 11:15
Joined: Jan 2007
Posts: 230
london uk/ paris
S
sueds Offline
Member
sueds  Offline
Member
S

Joined: Jan 2007
Posts: 230
london uk/ paris
I agree with the expert med and wed are oudated. Most of other engine are easy to use. A simple example is the way you can texture objects, with the wad stuff ... this is kind of weird ... You cannot model with wed high detailled models and most of your work cannot be well animed ... How com blender ( a free engine) or sketchup cold better than a 1000 $ engine ? I cannot understand that ... Where our money is going ?

Re: A7 next gen workflow : [Re: sueds] #160826
10/16/07 13:24
10/16/07 13:24
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:

Where our money is going ?


into the game engine. MED will never ever be better than blender as a model editor. of course, it would be nice if it was close, but no matter how much MED is improved people will still use blender instead. i think conitec know that, and that's why they invest more effort into what is required to compete with the rest: the actual engine and scripting language.

this is a slight generalisation, but blender is the bomb.

Quote:

How com blender ( a free engine) or sketchup cold better than a 1000 $ engine ?


you're complaining about the tools that come with the studio/package. not the engine. you have every right to complain, but be specific about what you're complaining about i can't say much specifically about blender's game engine, though.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: A7 next gen workflow : [Re: JibbSmart] #160827
10/16/07 13:53
10/16/07 13:53
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
at the moment blender's game engine can't compete with gamestudio at all. it's very nice though that it is fully integrated into blender. working like this could be great if it were a better engine.


http://wiki.blender.org/index.php/List_of_Contributors
that's why MED will never be able to compete with blender (as a modeling and animation tool).


can we all please stop saying "next gen"? it's marketing gibberish which doesn't really mean anything.

Re: A7 next gen workflow : [Re: ventilator] #160828
10/16/07 16:43
10/16/07 16:43
Joined: Jan 2007
Posts: 230
london uk/ paris
S
sueds Offline
Member
sueds  Offline
Member
S

Joined: Jan 2007
Posts: 230
london uk/ paris
so if I just have to talk about the engine and wed because if you can use other modeling tool, Wed is awfull if you want to build something not so blocky ... I mean you don't really see what you are doing and I really don't think the interface is interesting. even after working with it for a year I don't fell confortable. For the engine himself A6 was cool since it was build years ago but for a now it looks like outdated, I mean every new engine people shown in the forum make me more and more depressed.

I know most of my complain are about the package not the engine, but since a game is more about level design and stylize than graphics,( unreal 3 topic) the package is really important.

you are right ventilator blender has a lot of contributor and med will never be able to compete with it but what about those small modeling engine like milkshape or wing ( not my favorite but still easier to use than med) sketchup and others.

I dont know how hard is to make a modeling tool but like someone said before they inspired themselves from those modeling engine.

ps : Blender si going to have a new engine, a guy is working on it, but this is nothing to do with ogre or anything.

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