Dr. Infested Wrote:You want the email for the speed problems? Or the Editor problem?
Just send me email, we'll talk about it then, why don't you start out by giving me the map you have the problem with, and I'd like to hear about the speed thing, too. Note I did most of the work in Editor, there's probably quite a was to go in Engine.
[>] Brian
Can someone please explain exactly how this is similar to Unreal Ed?

Will we be able to subtract meshes from other meshes?

ggadwa Wrote:Dr. Infested Wrote:You want the email for the speed problems? Or the Editor problem?
Just send me email, we'll talk about it then, why don't you start out by giving me the map you have the problem with, and I'd like to hear about the speed thing, too. Note I did most of the work in Editor, there's probably quite a was to go in Engine.
[>] Brian
Gotcha, email sent.
Strong Hammer Wrote:Can someone please explain exactly how this is similar to Unreal Ed?
Will we be able to subtract meshes from other meshes?

Actually it's neither like MacRadiant, nor UnrealEd, it's more like a straight modeler.
Pretty sweet beta. The lack of the pivot function in the editor is a little hard to get used to, although I can understand why it isn't there. The editor itself is a nice improvement all around, with the exception of me being so used to the old one I get lost in the 3D viewscreens.
I'm liking it so far. I wish I had the option of importing multiple separate maps into a single new map (being able to, ahem,
mesh together the map files). :p
As for the engine, get that networking done! and then fix the UI. :p
Psst....I continuously get the "Out of Memory" error message every time I try to run a map in the new engine from the new editor.

You will be able to import model obj files and combine them into a map, you import them as primitives then add the primitives to the map.

ccccc Wrote:You will be able to import model obj files and combine them into a map, you import them as primitives then add the primitives to the map. 
Doesn't a primitive has to be entirely contained within a single portal? If you like to create large areas of map in an outside editor and then import the OBJ, you need more flexibility than that.
cyst Wrote:ccccc Wrote:You will be able to import model obj files and combine them into a map, you import them as primitives then add the primitives to the map. 
Doesn't a primitive has to be entirely contained within a single portal? If you like to create large areas of map in an outside editor and then import the OBJ, you need more flexibility than that.
When I get back to that, it'll work just like it did early, which is breaking up your map into portals and splitting the meshes at the seams.
[>] Brian
Hey, would it be possible to directly copy/paste portals between different maps built in the new Mesh editor? because my game has a couple of levels that are very similar in design; in fact they each have a single area that is identical. everywhere else on each map is different, though, so it's a real pain to copy/paste the maps, and then edit the copy, for just one area. it would be much easier for me to just copy & paste the few portals that are identical, rather than have to rebuild each to the exact specs of the area in the last map every time.
You could save the whole portal as a primitive, I think that would work (but the textures would probably have to be reset....).
Brian, are we going to get another version of the Editor out anytime soon? No rush, but I had some stuff I wanted to show, and I need the working Editor to do it.