Product Chat / New Sneak Peek Video #04

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LeeBamber
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Posted: 26th Feb 2020 23:10 Edited at: 26th Feb 2020 23:11
Check out the new Sneak Peek Video for GameGuru MAX:

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synchromesh
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Posted: 26th Feb 2020 23:16
That's brilliant !!
I can see that pleasing quite a few here .
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MXS
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Posted: 26th Feb 2020 23:30
Can't wait to see the new rendering system.lol
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Earthling45
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Posted: 26th Feb 2020 23:30
This sure looks very good indeed.
Avenging Eagle
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Posted: 26th Feb 2020 23:32 Edited at: 26th Feb 2020 23:32
This is cool, nice work. Does the search function only work for entity names? Or is there other metadata (say, for example, in the fpe) that the search function will read?

An example of how this might be helpful: I have many chair models from lots of different packs, most are called generic things like "chair 1" or "chair (wood)". But maybe I'm only interested in finding one suitable for a medieval level. If my chair is just called something generic like "chair (wood)", it would be useful to have metadata fields in the fpe that say something like "tag = medieval", so if I search for "medieval" in GGM, up pops a suitable chair along with other assets featuring that tag.

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Posted: 26th Feb 2020 23:57 Edited at: 26th Feb 2020 23:59
THAT SEARCH ENGINE for entities... PLEASE, we've been asking for it in GameGuru for years, and it would be so simple to add, yet it's still not there.
Would you please add that search engine in GG Classic in one of the upcoming updates?

I've preordered GG Max, but I really need to see GG Classic finished first.
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synchromesh
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Posted: 26th Feb 2020 23:59
Quote: "Can't wait to see the new rendering system.lol"

you and me both
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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LeeBamber
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Posted: 27th Feb 2020 00:00
@Avenging Eagle : Yes I am thinking meta tags from the very start would be a good idea for MAX. I am really liking the keyword and filter method of organizing entities I am sure we can do a few more things before we stop fiddling, but I think we are close to cracking the discoverability issues we've had in the past. Remember that MAX will only ship with new asset content (to hit a higher quality bar (for a given value of higher)). You can still copy in your classic legacy assets and they will be fully compatible, but if you wanted meta data, some poor soul is going to have to edit a few thousand FPE files to add them Maybe we can make it a community project after September, something like the monster online legacy asset dump. Pity there is not a GitHub for Assets, that would be cool!
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synchromesh
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Posted: 27th Feb 2020 00:00
Daft question I think but can I assume the preview works with all our own models we add ..
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DVader
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Posted: 27th Feb 2020 01:24 Edited at: 27th Feb 2020 01:24
@synchromesh. I can't see why not. Lee says it loads and previews the actual model, rather than say using a pre-set thumbnail. So it should work for all models, technically at least. I'm only going by what was said of course. I'm sure Lee will confirm this one

Good to see this at last. I also hope this is one of the things that gets into GG as well at some point.

Regarding the new 3D visuals. I imagine as it's DX11 (or is it?) it won't be using the AGK Studio engine, which looks pretty nice. Is the new engine along the same lines?
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Posted: 27th Feb 2020 02:06
That looks great! good job so far.
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Teabone
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Posted: 27th Feb 2020 02:26 Edited at: 13th Mar 2020 21:54
Glad to see this file management solution.

Quote: "You can still copy in your classic legacy assets and they will be fully compatible, but if you wanted meta data, some poor soul is going to have to edit a few thousand FPE files to add them Maybe we can make it a community project after September,"


It's possible with batch processing. So I am not too concerned about having to do that myself when the time comes for my stockpile.
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Avenging Eagle
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Posted: 27th Feb 2020 07:24
Excellent news, Lee As for updating legacy assets, I'm sure that's something the community can do, but I would start with the recent PBR asset packs as they are closest in quality to the assets shipping with GGM.

I also forgot to say I really like the concept of a 3D preview. Seeing it on the map is good for judging scale, but could you add a turntable-style slow rotation so we can see more sides of an asset?

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Posted: 27th Feb 2020 08:32
Quote: "you and me both"

All of us wating 4 the new rendering engine
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Tarkus1971
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Posted: 27th Feb 2020 10:09
This is really impressive Lee, so quick and easy to find your entities you need when you have a very busy level. Seriously impressive.
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Posted: 27th Feb 2020 14:19
Ok so not sure with the snow and rain I presume you will have different values for intense and light fall.
It will not drop through entities
Is it a burn on resouces?
Also world environment is a really needed sorting out swim night and day not big issues you got rain and snow so a few more of them nuggets you got me till they are in im gonna watch
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Posted: 27th Feb 2020 15:04
This is really Great!
I can't wait, thanks for the updates!
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Posted: 27th Feb 2020 15:41
***cough cough **** this will add meta tags to all fpe's all my assets from the past 12 months have meta data

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Posted: 27th Feb 2020 17:02
You've got the job then Just share the tags with the rest of us. . .
You can't teach an old dog.
Belidos
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Posted: 27th Feb 2020 17:12
Or buy his software and do it yourselves if you want it

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Posted: 2nd Mar 2020 10:51
Quote: "***cough cough **** this will add meta tags to all fpe's all my assets from the past 12 months have meta data "


man we asre waiting for this tool from ages.. how things are going on?
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OldFlak
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Posted: 2nd Mar 2020 11:30
Lee - looks great.
Just wondering if the Tear-Off tabs can be placed on second\third monitors?

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Posted: 2nd Mar 2020 16:12
Does the tabs will be auto-hidden ? dockables?
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Tarkus1971
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Posted: 2nd Mar 2020 20:06
@Lee - I have a shader question, when the 64bit code is written will it have the same shader options, such as cartoon, skybox fogging, chromatic abberation, etc, etc that we can change as needed in the text file, as we do now in GG Classic, it might have been mentioned before in the info on GG Max, but I haven't seen anything about this. Thanks.
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SpaceWurm
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Posted: 5th Mar 2020 07:28 Edited at: 5th Mar 2020 07:31
@Lee, will it be possible to keep the entity library open and perhaps mount it to the bottom of the screen? I did a mockup a few years ago about a revamped GG UI. I don't use GG anymore but it's nice to see Max is bringing GG up to a better standard.



I'll be keeping my eyes on this.

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OldFlak
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Posted: 5th Mar 2020 09:03
Wow, I remember that - if only MAX would ever look that good.....

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Posted: 5th Mar 2020 09:26
@SpaceWurm: yes, I also remember that, didm't you go under a different forum name though (Icould be wrong)? Looked awesome.
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3com
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Posted: 5th Mar 2020 10:03
That gui looks nice, even better with auto-hidden tabs.
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MXS
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Posted: 5th Mar 2020 13:35
Lee please don't do this. keep max UI the way you have it. SpaceWurm UI is everything I hate about Unity engine.
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MadLad Designs
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Posted: 5th Mar 2020 13:37
@SpaceWurm - A really professional GUI. I'm betting more people would want the GUI to look something like that. I definitely would.
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GubbyBlips
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Posted: 5th Mar 2020 18:11
We do need brush types -- more options, and a couple user created
brush types also. Hopefully they can sort that out smoothly in MAX.
Now, the entities list as SpaceW shows seem to take up quite a large
footprint on the screen, but otherwise, the rest of that is not so bad.

Also if Lee keeps the GUI essentially where it is, we still need the option
to remove entities listed on the left, when they are all removed already
from the map. A list of used scripts kept handy would be a nice feature.

It would be nice to have a coders GUI where the precise coordinates of
each entities are shown, their dimensions, angle and that sort of thing.
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3com
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Posted: 6th Mar 2020 02:00
I would like auto-hidden tabs, so we has most room to play with.
Not time to design a whole GGMax Gui, but you can get the point.

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Avenging Eagle
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Posted: 7th Mar 2020 11:10
Auto-hidden tabs; it's a no from me personally, but if it were implemented, it should be a checkbox in an options menu so users don't have to have them.

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Posted: 7th Mar 2020 12:11
Quote: "Auto-hidden tabs; it's a no from me personally, but if it were implemented, it should be a checkbox in an options menu so users don't have to have them."


Perhaps Lee could add the ol' press TAB for full-screen (hide specific UI elements) and TAB again to go back. That's a pretty standard feature in many applications.
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Posted: 7th Mar 2020 14:47
Impressive job on entity library! Keep on so! Very good
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OldFlak
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Posted: 8th Mar 2020 00:25 Edited at: 8th Mar 2020 00:26
MAX is aiming to be a bit more modern.

My pref would be for all tabs to be moveable so you can place them on your second and\or third screens. That way you have a level of customization to fit your preferences, and your main screen can be all editor.

All modern dev tools do that

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3com
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Posted: 8th Mar 2020 01:20
It may be show/hide via some button and/or some keyboard key pressed.
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SpaceWurm
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Posted: 8th Mar 2020 10:03
Quote: "My pref would be for all tabs to be moveable so you can place them on your second and\or third screens. That way you have a level of customization to fit your preferences, and your main screen can be all editor."


Indeed! I'm specifically referring to having tabs movable and dockable on multiple screens. 1 screen has the main camera and the 2nd screen could have the UI elements.

Quote: "@SpaceWurm: yes, I also remember that, didm't you go under a different forum name though (Icould be wrong)? Looked awesome."


Indeed. I was Landman.

Two points on the current UI:

- Clicking "Add entity" and having something popup breaks the flow a bit, it's minorly cumbersome in modern UIs.

- For the sanity of the human race, please remove the autozoom function when viewing the properties of an entity. Perhaps autozoom could be disabled from a preferences panel.

Auto hide would be bad UI practice. A key to toggle them would be ideal.
GubbyBlips
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Posted: 8th Mar 2020 17:52
"all tabs to be moveable so you can place them on your second and\or third screens."
Unless you don't have 4 or 5 screens- or even 2!!

No, I'm not against it, pretty much everything being select-able in a tick box
would be where Max starts to look more professional. Except-- yeah always
wondered what the auto-zoom had any use for?! Maybe place an icon hovering
over the selected entity... because it's highlighting does disappear.
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OldFlak
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Posted: 8th Mar 2020 22:02
Yeah, I use three of them - and it really changes your work-flow - but I realize not everyone has more than one monitor.

But as I said all modern software allows you to use ALL your hardware.

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benjiboy
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Posted: 9th Mar 2020 08:49 Edited at: 9th Mar 2020 08:50
I'm not keen on making the interface any more complicated or flexible than is absolutely necessary. Consider the total messup's that it is possible to create with the over-flexibility of the Blender and Unity UI's. You can spend more time trying to regain control of your working environment than you do actually creating. Nope. Unless you are heading away from the idea of easy game making then adopt the K.I.S.S. approach.
You can't teach an old dog.
OldFlak
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Posted: 9th Mar 2020 10:06
Yeah each to their own I guess
Classic and MAX have long moved away from that tag line.
If you want to do anything more than dump a few zombies in a level for a shootout you have to dig in and code - it is anything but 'Easy Game Making'.....

Every modern software has a simple way to restore default layout. Tear of tabs are not new - been in software for years now.

SpaceWurm's UI is way above GG's current dumbed down approach. If you ever try to use GG Classics importer you soon see how bad GG's UI approach can get - it becomes a mess real quick. It just seams weird that we have a UI aimed at Simplicity, but the tool itself is aimed at having at least semi-pro status to use it.

We could do with some tweaks in TAB TAB mode too, like all those menu's all over the place is just bad UI practice, it would at least be an improvement if the layout you choose is remembered by GG - at present it doesn't even remember it in the same session.

We also need ability to add layers imo, although Lee seams to think it is OK as it is. I guess that is the problem that comes from not actually using the tool to make a game. Every thing works fine and dandy when you just add one entity or one zone. Once you start building complex levels, adding lots of entities\zones on top of each other it becomes a right pain to work with real quick. Being able to add layers and put stuff on layers you want and being able to lock them would completely solve the headache.

I doubt TGC will do it anyway, but just my 2 cents.

I do agree about belnder tho - lol
I love Blender but their window approach is just plain ridiculous - not sure what they were on when they came up with that, but it would likely be illegal

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granada
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Posted: 9th Mar 2020 11:19
From Preben

(Yes you can dock the Entity library anywhere you want, you can even place it on another monitor)

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benjiboy
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Posted: 9th Mar 2020 11:20
Just so long as the development resource goes primarily towards making the game engine and editor tools rather than tinkering around with UI flexibility . . .
You can't teach an old dog.
3com
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Posted: 9th Mar 2020 14:28
Before do the vid, I've tried with fixed/moveable/float tabs, but I'd prefer hidden ones,does not matter it is done via mouse move, and/or via button or keyboard; I'd prefer to have as much room as possible.
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DVader
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Posted: 10th Mar 2020 04:42
Blender. I think it's a great program, but the UI is pretty intimidating. Never understood why you can click to open a window but need a keyboard shortcut to shut the damn thing down again!
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OldFlak
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Tis fine once you get used to it - But opening other windows is just a real dumb system, closing them is even more stupid. It is very easy to quickly have multiple windows that you didn't want, simply from trying to close one in the first place!

I use multiple monitors, and the only other window I want open is usually for UV editing, which I put on a second screen. Blender remembers the layout for the project, and puts everything back where I left it.

But even after several years of using Blender, if for some reason I want to open another window I uses this work-flow:
1) save progress
2) try to open window you want
3) if successful save it and keep working
4) if not successful close without saving and try again

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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Belidos
3D Media Maker
9
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 10th Mar 2020 06:00 Edited at: 10th Mar 2020 07:51
Dvader, I know most of the shortcuts for Blender, I have never heard of one that closes a window. In Blender to open or close a window you just right click the edge of it and it gives you options. Or you can drag the triangle in the corner of the window in the direction you want to create or collapse a window, you also have a row of buttons along the top that can switch the display to various default layouts, and if they're not quite what you need you can add custom layouts to the buttons.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Primary Laptop:
i5, NV1050 4GB, 8GB memory, 1x 1TB HDD, Win10.

Secondary Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
cybernescence
GameGuru Master
11
Years of Service
User Offline
Joined: 28th Jan 2013
Playing: Cogwheel Chronicles
Posted: 10th Mar 2020 07:53
IMGUI is the chosen UI framework for gg max - so the UI capabilities will be largely enabled and constrained by it. It’s great though, but if you want to see what the possibilities are re docking, tabs, windows etc check out the imgui demo and sites.

Cheers.

GPU: GeForce RTX 2070 SUPER PassMark: 14817
granada
Forum Support
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: United Kingdom
Posted: 10th Mar 2020 11:48
Just watched the IMGUI demo, great if like me you have more than one monitor .thanks for the info cybernescence

Dave
Windows 10 Pro 64 bit
GeForce RTX™ 2070 GAMING OC 8G
AMD FX (tm)-9590 Eight-core Processor
31.96 GB RAM
3840 x 2160 ,60 Hz
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