Speaking of the lighting, I have a question for either or both of you: how broken is the PC version's lighting? It's something that's always bugged me. All of the foliage looks like it's fullbright, the muzzle flashes don't reflect onto the environment, and some textures, like the temples in Chapter 6, are glowing pretty obnoxiously. The console versions don't have these problems. So I'm wondering, since you guys are poking around in the game's files anyway, what's different with the PC version? Was it that there was some code that never made it during the porting process, or is something just not checked to "yes"?
EDIT: Also, I think maybe Revision A was re-uploaded in place of Revision B. Unless I'm just missing something, which is entirely possible. :V
From what I know things are moving great here instead of just viewing it, you can interact and trust me just looking at models is a big tease I know. Interacting is a great sign. I really look forward to the stuff you are implementing. Thanks because I really would make some levels for sure keep it up. But the project has been very interesting to follow so far Did you post them yourself there? These guys are funny here
I'm hoping I'm not showing you anything you don't already know about, but I noticed that sometimes the Viewer decides that it only wants to render the part of the model that is furthest away from the camera. I don't really know how else to explain it other than saying that the nearest faces turn invisible.As some examples, this is from pod02_03_flighttraining, and this is from pod01_01_ttjungle (it's way more noticeable when you're actually floating around the model). Again, sorry if you already knew about this, but I thought that I'd bring it to your attention.Also, I'm super excited for a Garry's Mod-esque actor menu.
I Dont wanna sound weird but could you possibly do a test of the maximum actor limit in a level by placing a HUGE amount of monkeys in the level and firing it up later?
Also, here are some screenshots of the UI I've been working on:The values you see are not yet editable, but they provide some neat insights to how the game works.In the future these values will be easily changeable by clicking on them and just entering a new value. They will also be saved to the level to be tested with the game.After that, a better move/scale/rotate tool, and the ability to add/delete actors I think it would be accurate to say that the project is more than half way completed.
Excuse me if I don't sound to bright UI is user interface right and allows you to control many aspects of how the level and actors operate? Sorry not the best on knowledge on programming or developing games. But I am learning because of people on this forum Anyway love how it looks now.