


I got the engine for some thing entirely different purpose at the time, it had a handy model/animation editor, which was quite useful at the time.
Terragen heightmap code#
I've been looking at whether I should get a new engine - requiring a re-learn process ?" leadwerks is much like how unreal was, it supplies basic things that allow for the creation of a FPS game without having to code or little to no code, so it will involve a hands on approach for any thing more. Quote: "Yes, I just downloaded LeadWerks on sale, opened it and glanced at it's UI without further use. Can we not just get the single perfect engine. Coincidental timing? So if it's possible to spawn entities via script in LW engine, it might be the better fit for scripters as you mentioned. ) that who knows, might come out just as GGMAX is finally released.

That doesn't mean the LW engine renders or some features aren't possibly better, and then there's LW 5.0/ (aka "Ultra Engine"- interesting name battle here. Aside from they don't run near the marketing campaign TGC do, I think that the UI - which comparatively is crude looking IMHO and won't produce flashy video demos. But people aren't paying much attention to it. I figure LW could give GG/ GGMAX a run for it's money.
Terragen heightmap how to#
So now it's a learning curve to get educated up on all those features you mentioned and how to start creating terrains. I've been looking at whether I should get a new engine - requiring a re-learn process ? But I have seen some impressive videos on it. Yes, I just downloaded LeadWerks on sale, opened it and glanced at it's UI without further use.

Not even LeadWerks has height maps nor procedural terrain, nor Menu Creator, nor Smart objects, nor etc, etc, nor CC of course! I'm a little put back by it's old school UI and the fact I'm still looking just to see how to dig of id Maybe a handy hud editor is in the pipeline? That would need to generate a script- I'm assuming? Those kind of controls and more brush tools would be terrific to see accessible to user maps. Another nice feature to see added when other features won't. hmmm sounds like the perfect GG game for Steam! No matter, from what I've seen, there's no AI in the game you're most famous for working on, and nobody has made remarks about AI missing - have they? On the contrary- your creative imagination tied in with unique, attentive work has your project standing out from the crowd, and seeing some of the rare positive remarks for a GG project, so where are these dark vibes coming from? The best AI I foresee using in GGMAX, and in fact not AI per se is CC Speech Animation! On the other hand, if I want to throw together a horror AI shooter in 2 days. Pointless, not in the slightest, less of a priority compared other things, perhaps, but it was some thing long, long, long, long over someone was moaning because a Hud editor would not be in the EA release and actually stated it was more important than AI.ĭepending on what type of Hud editing they are requesting- (for example arranging on screen pre-drawn huds) sound like that is right in line with GGMAX vision (ie Storyboard) and would make a good bullet point feature. Sadly sculpting tools are seriously lacking in brush types and the general editing functionality, as I have said before it is really crude at best.If you can edit and sculpt terrain better than a terrain generated with a height map, go for it.Īt this point heightmaps beats terrain sculpting any day of the week. so come on guys change my mind from it being a very none essential addition." i can see if doing an accurate game needing a map thats accurate but tbh i wont be using it, unless its used on models and characters but i have had no chance to see the video fully so im not aware if it includes PBR height mapping to objects? if not its the biggest pointless gimmick ever to waste time on in an engine unless, and im sure you are all going to give me a billion reasons why its essential. Quote: "not at you but its in my eyes a pointless feature to me, i would rather sculpt my own.
