AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |
Back to Blog
Then the real fun part comes if any of the textures used need metalness maps or AO maps or emissive maps I get to create a new atlas with those maps in it, and you end up spending more time trying to get the damn textures to work than it took you to make the model! It would be nice if I could just select a _color map when choosing my texture and it would find the associated maps with that. Then when I save my structure I find the new texture atlas, rename it to _color _normal _gloss, change the name in the FPE and the shader to apbr_basic. What I do is use my _color _normal and _gloss maps and then rename them to D N S. Which is honestly becoming a nightmare for PBR. So you have to import some asset to place at the all corners of hallways and turns because it looks so fake having non rounded corners everywhere.Īlso the EBE at the moment only works with DNS files, that is you have to select a texture that ends with _D and it then finds the associated _N and _S textures. Also making any hallway or room with corners is not good either because there are no rounded edges. It reminds me of Minecraft and not in a good way. For example currently, if you have a wall and want to add some 1 block "trim" to the bottom of the wall with the single block it will still look very blocky. To be able to go to 1/4 of the size of the small block. You mentioned creating your structures one block at a time, well I would say it would be nice to even have more detail. And it isn't as versatile as something like Unity where you can create a simple 3d object, in the editor, like a cylinder or cube, and then resize and rescale to whatever you want, drag and drop a material onto it and be done. But still everything is so "blocky" when you use the EBE. For me I use it for simple things like walls and floors. I use the EBE alot, and I know a few other users do as well. It appears people still use the EBE however so I think we'll have to hear from those folks to see what their needs are. The way I design interiors is more similar to how its done here: EBE you can draw but would be fantastic if we could in Entity Edit mode. Instead you have to constantly click to place and worry about if they are stacking inside of each other. You can't actually do that when in Entity Edit mode in Game Guru. For instance the ability to draw walls while in grid mode was something FPSC was able to do any only able to do right out of the box. ![]() It may never be as quick and easy as it was in FPSC. ![]() Interior designing currently is still a difficult process. Would be nice if some of those EBE tools were there for the Entity Edit mode as well. I dont know if you can even have different sounds for walking on different materials in an EBE structure. Also we can assign the material indexes to match the correct type of sounds/impacts and etc to the floors, walls and ceilings when using entities. ![]() A bonus is the ability to also add interactive walls like explodable or animated components to them. I use entities, similar to how other devs build interiors in other engines.Įntities are far more versatile and you can add more complex geometry and angler design.
0 Comments
Read More
Leave a Reply. |