Quote: "Actually I prefer you answer my question ..."
No, you'd just prefer to argue.
It's simple, actually. All the elements already basically exist in the editor already. You have snapping. You have physics. You have collision, etc. It all "works" already when you import an entity for use in your level. Instead of having EBE as it currently exists in both Classic and Max, or instead of having what they had in FPSCreator, you create a set of
tools that SIMULATE how these work, but uses entities instead. In Max, due to The Wicked Engine, you can already change materials on an entity quite easily. You can manipulate entities (translation, rotation, and scale). You can snap them according to a grid, etc. These already make up the basics for something similar to EBE where you are placing wall, floor, and ceiling segments that snap together, that you can change the material for (the texture), and that work with the engine's collision and physics system.
With EBE, you "paint" out a bunch of segments for walls, floors, and ceilings by simply clicking and dragging. If you're creating walls, then you click+drag and walls appear, snapping together along the path until you release the mouse button. Before you click+drag, the end-user has to select what they want to "paint" - wall, floor, ceiling - and what the material should be - wood, paint, etc. Instead of having an EBE system, Max could base it off entities - both those that would come with the new Max "EBE-like system" and those imported by the end-user. The end-user would select from the entities available (wall segments, floor segments, ceiling, etc.), choose a material available for them, and then "paint" via click+drag, which would cause an entity to appear ... and another ... and another ... each snapping to the end of the previous one and continue to do so as long as the end-user keeps the mouse button depressed and drags.
Instead of having an actual EBE system, the DLC would be a simple TOOL that would emulate what EBE does, extending the way you work in Max. It would add the ability to not just drag in an entity from your entity list and force you to click, place, click, place, but to click+drag to paint out a complete row of the selected entity. It would come with a set of entities that you could use with it (floors, ceilings, and walls) that are set up to work perfectly with the tool. And it could also have a means to "group" what's made (even possibly restricting the size, similar to what EBE does currently) so the end-user could save the entire thing (all walls, floors, and ceilings) as "one" entity (or group ... or prefab) that can be moved and/or rotated into place. And if it's a group or a prefab, then the end-user could access the contents to further alter it (like you do in EBE).
Where you're thinking is limited is that you are insisting that EBE cannot be a DLC. But it doesn't have to actually be EBE at all. It could be a tool or system that SIMULATES all that EBE does. And by doing so, it would actually be much more powerful. From the end-user's perspective, it matters little if it's actually EBE or not. It only matters how it WORKS. If I am slinging out walls, floors, ceilings, etc. by click+drag; am able to select what I want to "paint" out; can choose the material they have; can have the entire thing as "one" prefab upon exit, etc., it matters little to the end-user whether it's actually EBE or a new system/tool that behaves exactly like it.
Now, let's go back to
MY question:
Why not let Lee and company tell us what is possible or not for them to do with THEIR engine?
Yes, Lee did start this thread to get ideas from us. That does not mean we get to tell him what's impossible or not. It means we can put forth ideas (which is what he'd requested, right?). And he can look at those ideas and say, "Nope, we can't do that," or "Yep, that's a good one," or whatever. In other words,
it's not YOUR place to say such-and-such is impossible. It is OUR place to be able to express ideas (including expressing the idea of having EBE be a DLC or not). Lee can look at the ideas we put forth and decide yay or nay or impossible for himself.
Not you.
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