Forum > Neo
Neo - A WoW Development Suite
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phantomx:
--- Quote from: "Cromon" ---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:
--- End quote ---
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.S
Great job, keep it up.
Marlamin:
--- 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.S
Great job, keep it up. --- End quote ---
Dunno, this one is pretty annoying. :)
Kaev:
--- Quote from: "Marlamin" --- --- 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.S
Great job, keep it up. --- End quote ---
Dunno, this one is pretty annoying. :) --- End quote --- Haha, nice one!
K59:
I just had to sign up to show my appreciation, not only does it looks to be a powerful and robust software, but it is also open source, hooray!
As for the parts of the tool that covers creating and manipulating terrain and various objects, will there be any plans to add support or to eventually backport it to older versions from the team? I my self am working on the classic client, where such tools are rather sparse unlike to comparatively saturated 3.3.5 environment, which I also suppose has become the de facto client version for modding.
Thanks and best of luck to your project.
Steff:
In case of minimaps and many other tasks we want to do all stuff automaticly that are possible. I think if you save an adt the editor must change wdl, wdt a d also recreate all maps if ground water or wmos are changed. We want the easiest as possible workflow. Create ne map. Expand map... Als thks must be some short clicks.
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