Posts by Warby
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Quote from Mazy
thread won .... 1999 i salute you !
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if a kickstarter for this goes life i am gonna BACK TO FUCK OUT OF THIS THING !
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merge +save donars = love
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at none of my inhouse-jobs (all none US ... the one US job i had, had no female co-workers) did i feel that the females got treated poorly or as lesser than the men. of course they might perceive this differently than me
i will say however that i felt that a lot of the girls handed in less high quality work on average than the guys (probably purely experience based rather than gender) which always made me think that their "looks" and the wish to "diversifie" and be "progressive" might have clouded human resources decision making process a bit.
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i feel the stone texture of the house is too grimy and dirty makes it not look as fancy as your ref pics and the architecture would imply
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got myself darksiders 2 and max payne 3 from the tripple a slate
and hotline miami and binding of isac from the indies
GO STEAM ! -
nice touch that they have a slider on the right for mamed people like me who need mice without wheels because they hurt too much in maya
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amazing art and tech meets lame ass storytelling
crytek is sticking to its roots

what i am trying to say is ill buy and play !
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i saw it on aintitcool news before it was up anywhere else and assumed it was a prank.
but its true yes ?
pixar and marvel ips seem to do alright with disney lets hope the indy and star wars ips will aswell
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syndicate bitches !
[Blocked Image: http://upload.wikimedia.org/wikipedia/en/4/4b/Syndicate_Coverart.png]
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i handed the controller to my "dudebrowest" friend i have to prouve a point once ... and it turned out he loved it too so i say go for it
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looks great but i hardly recognize siege in it that may be a bad or a good thing

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PERFORMANCE AND SUCH: glad to see that you are on top of things and being an artist first before doing this ... thats even more impressive !
CUTTOOL: when i am talking about cut tool i dont mean carving/booleans i mean this tool were you draw a line and it splits the brush into 2 along that plane as long as you do that on the grid its perfectly safe and the extrude functions from unreal are perfectly safe too. ... so yeah stay away from the carving !!!
COLLISION: i dont think there is any documentation where unity warns of the dangers of mesh colldiers regarding physics fuck ups or async level loading we learned about it the hard way.
LIGHTMAPSPACE: yeah this is a lesser issue because it can be bypassed by working more clean and to answer your question YES i would build a separate fitted ground primitive for every cooridor and room ( probably more than one for all sorts of trims and decorative shit on the ground ) .... but the average joe might not and than blame your tool if lightmaps get inffecient/lowres.... but really if it forces the noobs to become better .... than i am actually all for that

keep rocking man !
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i watched your videos ( havent tried the tool yet) and i have some "concerns"
-PERFORMANCE o/ the way it looks from your videos (being able to assign materials per face and the unity vising making individual faces of a cube dissappear) id assume that every one of your cubes adds 6 drawcalls to the scene ? ( make that 2x or 3x depending on dynamic shadows being used). thats too much ! everything that has the same material within a "visleaf" or what ever untiy calls its vis zones needs to be merged into one drawcall.
-PRIMITIVES the steps of your stairs are really awkwardly build out of overlapping cubes rather than wedges do you really only support cubes at the moment ? you need wedges and cylinders man ! in fact any kind of convex geom should be doable. and they should be created with:
-CUT TOOLS manipulation beyond moving verts would be nice because in hammer i almost exclusively use the clip(cut) tool and in unrealed the extrude function (at least back in the day) a bit more advanced manipulation would be great

-COLLISION when i first heard of this tool my thought was: "i wonder how he handles the collision for this he cant just assign mesh colliders to every brush that would ruin the physics and the async level loading" but from your videos it looks like you do -_- mesh colliders introduce a huge amount of lag when you do background level loading merging all the geom of a room/zone/visleaf and just assigning one mesh collider would be better but really every primitive that is still in "cube" form should get a cube collider they are much fast and less laggy during async level loads and they fuck up the physics less frquently too.
LIGHTMAPSPACE. the way you have it right now every brush is essentially a func_wall or a func_detail and nothing really gets merged/culled so a large ground plane covering multiple rooms and corridors will get a lot of wasted light-map uv space. i think in order to avoid this you will need:
-CSG/MERGING this would fix a lot of the before mentioned problems to be able to do fast physics and reduce amount of draw-calls and not waste any light-map space you have to introduce a "pre-calculated csg step". no matter how much i hate pre-calculated stuff there is a reason why its done that way ... but compared to lighting and vising csg in other engines is lightning fast
i love that you are heading down this road ... unity really should have shipped with this functionality !
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so there is a free try it out version now ? than i shall try !
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the end of era definitly ! my money is either on new company with kickstarter or what frie said big ass company like microsoft giving him some sort of spearhead position.
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yeah strumpys shader editor is very very good the "usability" of the interface is not quite up to the unreal node based shader editor but it is just as powerful if not even more so.
the kismet look a likes i only tried uscript not playmaker and uscript is actually better than kismet O_O
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if you make maps with udk can ut3 actually play them ?
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i am disturbed that baking lightmaps is still "a thing"