The Same Subtractive blockworld editing is still present here but you can now choose to build a ma

Another nod towards Max is the inclusion of a massive directional widget, this can be toggled for scale and rotation and is a nice change over selecting

Building upon previous versions is the new asset browser through this dialog window you can view absolutely everything in the engine from animation to UT map music all of which fire up there respective viewers, its really nice to be able to load up a custom model and be able to look at it ingame without compiling (im looking at YOU source engine) then dump it into your map. Being able to view all of the assets that would make up a map in one place quickly and easly is a huge boon to the speed you work. It also displays the various entities in a map logically sorted in a folder tree allowing you to quickly alter a large number at a time
Additionally importing stuff into the engine couldn't be easier models can imported from .ase or .obj with all of the smoothing groups and other details normally lost still intact, additionally theres no hardlimit on the amount of polygons you can import so models in there millions are doable although why you would want to im not sure. Accepted texture formats are even broader the expected .tga and .bmp extensions are there but being able to import raw .psd files is a huge time saver.
But the best thing has to be the material editior, by simply plugging in some rough textures and c

I've not even mentioned the kismet scripting engine or any of the sound stuff but yeah colour me impressed
Im gonna post up some of the problems I've found with it later on, although to be honest there not many
No comments:
Post a Comment