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And another Material Editor (WiP)


klepto2
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Hi, I want to introduce you to a tool i'm currently developing. Yes it is a material editor (again :) ) but this one will have some more features in the end.

 

Features i want to include:

- Realtime Material Editing (done)

- Save new Mesh (wip)

- Export as prefab ( you will be able to add entities like particles, othe meshes etc. and my tool will create a prefab mesh with a lua script/materials etc ready for LE Editor)

- and much more.

 

Here is a small preview of the material editor:

 

I'm using the new C# headers (thx to Lazlo and tyler).

 

I will keep you informed on progress and will provide a demo as soon as possible.

  • Intel® Core™ i7-8550U @ 1.80 Ghz 
  • 16GB RAM 
  • INTEL UHD Graphics 620
  • Windows 10 Pro 64-Bit-Version
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// - Save new Mesh (wip)

 

I was always interested: what that "wip" means? :)

 

wip = Work in progress

 

Save Mesh will save the mesh with the new materials and ready to use with LE. I'm also thinking about adding the abillity to load meshes in different formats / edit them and make them LE ready. It will also split (optionally) the mesh by worlds. eg: a house normally imported as one Mesh with submeshes and surfaces, the walls etc will be located in the main world, but things like windows should normally be rendered in the transparent world. My tool will split the meshes by the world and create a lua script with a base mesh, which will provide the submeshes to the correct worlds, even colored shadows will be supported.

  • Intel® Core™ i7-8550U @ 1.80 Ghz 
  • 16GB RAM 
  • INTEL UHD Graphics 620
  • Windows 10 Pro 64-Bit-Version
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Save Mesh will save the mesh with the new materials and ready to use with LE. I'm also thinking about adding the abillity to load meshes in different formats / edit them and make them LE ready. It will also split (optionally) the mesh by worlds. eg: a house normally imported as one Mesh with submeshes and surfaces, the walls etc will be located in the main world, but things like windows should normally be rendered in the transparent world. My tool will split the meshes by the world and create a lua script with a base mesh, which will provide the submeshes to the correct worlds, even colored shadows will be supported.

 

Sounds really good.

Working on LeaFAQ :)

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