Quote: "Isnt that really a different engine though and segments were all part of its coding and construction. I dont think its a case of carrying it over it Would it not just turn out to be FPS Creator again ?"
I don't know if you were here in the days on fpscreator, it is an entirely different beast.Fpscreator relied entirely on fps segments to create a level, there was no terrain system, and while you could import your own entity terrain due to the collision system used any thing larger then a 100 x 100 x 5 cube collision for AI would fail.
Pretty much every thing revolved around the segments, that includes placement of entities that forms part of the building like girders. We even had wall snapping of decals and light sources and a special icon and arrow which would show which direction it would snap.
We got a particle system that could take a normal decal and create moving fog, laser beams, force fields you name, take a fire decal and create decent smoke, basically edit the setting of the particles to create a unique particle each and every time, you edit the height, width speed and duration of the particles that rivaled most triple A games of the time.
The shader system was flexible that you could add your own shaders and people added some great and unique shaders that you could use.
We had working with windows if you shoot them they would break into a thousand pieces thanks to the decal animation for that.
Had a working water system while it couldn't be edited as well as gameguru it was more open and could be linked to scripts to make it rise based on timers or triggers.
The lighting system created a 100 fold better shadows.
Had a decent flash light.
you simply had to select the levels when you want to build a game and it would compile all the assets and level under a single exe none of this add a script at the end of a level and copy the next levels assets over.
While gameguru finally got rid of nullspace and gave us a terrain system, it did so at great expense of what made fpscreator at time good, particles,indoor lighting, customs shaders, windows and mostly importantly indoor levels.
Even the bloom was better in fpscreator, for a long time the graphics in x10 was better then gameguru and in many regards still better then the pbr shader we have right now which greatly let down by the inferior lighting system gameguru has, it doesnt do pbr shader justice not in the least.
We continually hear that TGC wants to do things right with max, how about listening to the community veterans that have used your software for over a decade and actually have to use the software, it rare that TGC ideals line up with what users want and need, some thing as simple as particles or proper windows was never addressed in over 6 years.We aren't asking for much nor impossible things either, sure at times requests have been outside of the scope of what the software could to do or handle.
So we get a max that is able to handle in door scenes and again it is being shunned, I do not understand the poor reasoning behind, sure I am able to create my own indoor assets as well as sell them to the community, but I am pretty much the only one here that is creating interesting level assets that the community can use for their games.This led to the creation and inspiration of various model packs I created over the years, like death valley and cold war dlc, this has taken many, many years of experience, patience and dedication, while there are users that have created similar corridors not all of them are freely sharing and a bucket load more users aren't even able to model their own.
So no I don't take this lightly, it is gross oversight if they are just going to focus on outdoor scenery again.
Win10 Pro 64bit----iCore5 4590 @ 3.7GHZ----AMD RX460 2gb----16gig ram