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Wolfsong

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Everything posted by Wolfsong

  1. So, I'm not sure if this is the right place to do this, so, please move this thread if it's not. I'm a new license (Indie) of LW, and thought I'd hop in and say hello to everyone. So, hello! I hope to be spending a lot of time around here. I've been following Josh's work since using Cartography Shop about, oh... a million years ago or so now. I recalled being really impressed with how artist-friendly, and easy to pick up it was (if a bit quirky ); how quickly you could just sit down and start creating something. In many other similar apps I'd used, you had to spend an hour going through tutorials just to get the most basic stuff done. I decided to give LW a try, as there are game projects I've had back-burnered for a while, which I'd like to finally jump into, and I'd like to support a smaller, indie engine developer to that end. Well, I'm glad to see that, in my very limited time learning it so far, LW is proving to be just as intuitive. There's been a couple hiccups, but I was able to figure them out, mostly on my own, but a couple by doing a search or three. I'm particularly impressed by how seamless and simple the pipeline from Blender to the engine is, via the exporter. I don't think you can get much smoother, unless you're working in the Blender Game Engine itself and aren't exporting anything at all. FINALLY someone got this right. Awesome awesome. I give an especially enthusiastic 'hell yes' to the use of CSG style editing. It's such an intuitive and "quick" way to work - whether prototyping/whiteboxing, or even for final assets. I'm assuming all CSG objects are treated like normal polymesh objects, and there's no BSP going on? If so, that's even better. Good times. I'm really excited about learning and producing something with this engine. I've attached a quick screenshot, of a simple flat plane, subdivided a few times, and one of my own textures slapped on it, and tiled (via UV scaling). I applied the diffuse/normal/spec shader to it, though you can't see the specularity much in this shot. Anyway, it's super simple, but it's awesome how simple it was to get imported and looking right. "Small moves, Ellie" (10 points to who ever knows that quote without Googling it ). That said, I *do* have a couple questions, each related to the other. 1. Is it feasible to create environments entirely via polysoup models? Like, if I wanted to create an entire scene in Blender (modular, not one huge contiguous mesh), including terrain - rather than using a height-map, would there be any performance concerns with that? 2. I haven't dug into this too much, yet, so it might be the case, but is a multi-texture shader available.. perhaps of the vertex-blending variety? And, as a sub question... is it possible to create one by one's self to use with the engine? I understand the engine uses GLSL, and I'm not very familiar with shader languages, at all, but I'm willing to learn if it allows me to paint my environments in Blender, via vertex blending, and have it translate 1-to-1 into LW. And, I think that's it! Thanks for your time, and take care!
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