Quote: "Bottom line.....there is no point in creating media to drop into an engine that runs like treacle.
As a media creator, I work with what I have, I might get frustrated but I never walk away from it.
I will be straight with you Wiz, if you thought to develop within means at this point you would find that those segments your so good at making for Classic would be far easier to develop for Reloaded even as it is now. You could bundle your textures into a larger Atlas and import as a single mesh, the grid is still there so you can snap them together, been doing this myself, only thing different is the ability to 'paint' a line of segments and a level height for stairs and floors.
Still I know you are perfectly capable of thinking it through and changing your method, in fact finding it easier to create and as an added bonus you wont have to worry about those collision issues you have with Classic.
For anyone who isn't creating media, most of the user base, there will be a new vegetation pack to use, your soon to have the legacy media pack and a further pack or two to come down the line.
I would rather have a good quality engine that performs well at this point than a new model pack or a means of creating scenery that might look good and be 'fun' but isn't telling me this engine will be a useable one in future.
I want to be sure any media I sell to users of this product isn't going to be useless to them down the line as that would make me feel I ripped them off, it's far better to be certain the real core is as it should be than hoping it will all work out eventually. "
Simon was pulled from his project, again, before that it was the grass shader and before that whatever, before long he will be pulled again as his services are needed, small team understandable.The reason he was pulled to get a beta out sooner.
Already thought of single mesh with a big map, inherently there in lies the problem, I will spend more time uvmapping then any thing else, latest pack has a single 32 mesh segment.Thought it would be a bad idea to export as a single mesh, the option would have been to export as a merged group that way each mesh still have independent vertex coordinates, far, far easier to uvmap, considering I am not using the model editor for mapping, but rather lithunwrap, the work space is easier to work with and unused uvmaps can be moved to the side and allow working on the uvmap you want.
Though grouped meshes is a work around to the problem, it solves the problem in the interim, it still leaves meshes that are used to add variations, you could of course, make separate sets of grouped meshes.
Gist of the matter is grouped meshes is good and well, however you still want to leave the end user some level of customization, otherwise every second user is going to have the same level design.
I don't know if you have seen the new sewer segments, they have 3 different level heights soon an additional 2, it's impractical, to use grouped meshes for that, you would have to literally export every possible combination which would be a lot. :p
The only other method I can think of to do it quicker is to export each mesh as I normally do and map it on the main texture and import it again and just "merge" the meshes as needed, with each mesh keeping it's specific texture coordinate, that is still a bucket load of unnecessary work.It would add least a month of additional work to do :p
I have no problem with the performance issues being addressed, made peace with that.
So yes it is completely irrational frustration :p , even if there is other possibilities, it's just impractical, this would however be perfectly fine for developer using it for his game alone, for a lot of users extra time a side not so much.So it is not about walking away it's more about it being impractical without the tools.
Any ways good to be rolling in the mud with me again