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Author Topic: Resource Editor for Outerra.  (Read 13418 times)

AKNightHawk

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Resource Editor for Outerra.
« on: May 12, 2011, 07:49:06 pm »

cameni,
I was wondering if you thought about creating some type of full on Resource editor for your game engine? As a seperate app
that would make it much much more easy for you and your team/other developers, to create new map objects, and or vehicles with? I highly recommend looking at Neo Axis's Resource editor. There RE is probably one of the best things about the engine.

And if you created something similar for Outerra it would probably make all your work much easier.

I recommend downloading Neo Axis just to look at the RE and even the map editor to get ideas about Resource management in your engine.. Here is the link to the download section..

http://www.neoaxis.com/neoaxis/downloads

If you have any questions about how to use the editors let me know. I know them like the back of my hand..
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cameni

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Resource Editor for Outerra.
« Reply #1 on: May 13, 2011, 08:19:07 am »

The website doesn't work for me at the moment, but I watched some videos of RE on YouTube.

There will be some kind of an in-engine editor, mainly to be able to see the appearance of objects while material mapping, as you'll never get an equal lighting outside the engine. Later there will be also procedural materials supported that will be mappable solely through the editor.

However, it won't be nowhere near as complex as the editor in Neoaxis. Apart from it being a lot of work, we don't need to differentiate from other engines this way, to catch every developer we can. And we are not fans of complex GUIs that also define the gameplay and everything, it'll be mostly textual here - config files and scripts. The hard way ;)
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