I agree. I love the game, and the potential. But the interface weighs it all down. For anyone who has played garrysmod, I wish they had gone the Wiremod route with how things are connected and interact. Just my 2 cents.
I agree. I love the game, and the potential. But the interface weighs it all down. For anyone who has played garrysmod, I wish they had gone the Wiremod route with how things are connected and interact. Just my 2 cents.
How will you handle walking from one face to another?
I've gotta ask, how're you mapping the the cubes to the spherical world? Or is there stretching at the poles?
I'm making some progress. The constraints still appear to be better than Source's, so good news there. I am in the process of updating them to make them more user friendly. For some reason the constraints in CryEngine don't let you select which objects you want to connect, it actually looks for the closest 2 objects in the constraints radius. Not sure why they did it that way.
Most of what I've been doing lately is trying to learn how they handle information in multiplayer. Not a lot of documentation though, kind of disappointed. CryEngines editor is not as great as UDK's either, but I don't spend much time using it, so oh well. Back to learning.
Is the mech being rendered in real-time? Or is it a pregenerated texture?
Ant1body
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