Wednesday, 6 May 2009
Thmexthy Lewt - as a girl once described the spoils of a WoW raid to me.
So, we now have Beta1 of new tech. And very promising it looks too. It's got shiny bits, quite a lot of shiny bits. They don't all work, which is why it's Beta1.
Chaps! My chaps, off for a bit of jog
The tools are nice, mostly realtime editing, and thus give a lot of decent close control, especially with the Materials Editor which is a real time saver. No more exiting the app to type stuff into files, only to reload it and not like it, and thus exit to tweak it all again.
It's a first port - and it works ... which is nice ...
After a fair bit of playing with the tools, I've made a superfast port of my TGEA stuff, some of it anyhow. It doesn't require too much rejigging, a few folder/destination changes in files, moving the spec map from the diffuse to the normal. The textures themselves will need a bit of a retouch to cope with the new lighting system, they're a bit dark now, but at least everything I've moved across seems to work at a base level.
Wait till you see the whites of their eyes ... or not ...
So I've had my AI running about, shooting the crap out of each other. It's always nice to know that it works. I've also fixed a couple of memory leaks I found in my base AI script.
Still got a host of textures to rejigg specmaps over to normals. After which It'll be time to stick my previously built mesh town in and see how it works.
A shiny bit.
Roll on bugs fixes and Beta2.