So far all your suggestions make sense to me and I couldnt see one thats actually a problem to implement. Still that does not automatically mean that they will be implemented very soon since it depends on both my available time besides regular work as well as how many problems i hit along the path.For example right now i must have derped somewhere in the WMO code since large WMOs are rendered extremely wrong and drop the framerate to 1 frame every 5 seconds.As an example:
Speaking about controls, someone would maybe welcome changeable key bindings, like it is in client. For instance I really hate B/N for time speed changing while I always hit that by accident when copying and pasting objects and would love to be able to put that elsewhere.
Stuff is going on: https://cloud.cromon.ch/f/31ac6824fd043 ... 42a08922b8
Yea, in this video the m2 were still all rendered the same way, no matter what kind of blending or whatnot they are using. Right now im evaulating how much i wanna go into detail about rendering m2. I could give you arthas with 3 texture blend for his eyes with UV, alpha animation and multiple masking, but you wouldnt notice until you do a real close up of his eyes. So i probably stick to the most basic blending stuff which will satisfy both development speed and level of detail.For example the lights you were talking about:
Yeah in the end you don't need to have all the blend modes working in the editor as long as they work in game it's fine unless it's a big alpha that covers most of your screen but I don't know of any that are big enough to do that.P.SGreat job, keep it up.
Quote from: "phantomx"Yeah in the end you don't need to have all the blend modes working in the editor as long as they work in game it's fine unless it's a big alpha that covers most of your screen but I don't know of any that are big enough to do that.P.SGreat job, keep it up.Dunno, this one is pretty annoying.