I'm working on adding export support for the vegetation layers tonight. I shall alter the interface to allow this as a switchable option as some people may not wish to have collision on vegetation layers. If flagged to export vegetation layers then I'll make it so you can define which layers should be exported (any not included will not be) so giving the ability to say export a layer of trees but ignore a layer of grass where no collision would be required.
I will also add a check on a property which people can add to objects to define what type of object they are and how they should be used by EKI One.
- static - indicates it’s static geometry. Will be the default if the property is not set.
- ignore - will be ignored by the exporter. Use to prevent objects being exported and used in the nav mesh generation
- object - indicates it’s a game object of some sort (weapon, pickable item etc)
- actor - indicates it’s a dynamic object (player, NPC etc)
The rest of the weekend will be spent analysing the engine integration requirements and building a good picture of exactly what needs to be done before formulating an initial design document. To make this as flexible as possible from the outset is going to require a bit of thought.
I'm not going to pretend that my solution will cover every possibility that people might require but you will get the source code so you can in theory modify any aspect of it to suit your own particular needs. However, if anyone wants to add any input at this stage now might be a good time
Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++