Hi All,
Here is the recording from today:
And here are the questions I had no time to answer in the live chat:
Q> Last week I mentioned layer mask for painting dirt maps rick replied that you will be using the wicked engine feature for things like bullet masks etc. Will we be able to edit our own masks?
A> I checked out the video you sent, thanks for sharing. That method of 'projecting' decals to a surface is not as efficient for things like bullet holes, which may require hundreds of projections, not to mention scorch marks, blood, etc. So far, the plan is to use GPU instanced quads and placing them primarily on flat surfaces for game performance.
Q> Has the level editor snapping options?
A> Yes you can find the Grid Settings in the object properties.
Q> It would make a lot of sense to have first-person arms be directly imported into gg max like any other modern game engine. Can you please add this feature?
A> We are leaning towards adding empty hands by default when you have a blank game level and then have the option of equipping a weapon to fill those hands.
Q> Will v1 in November be capable of producing a full FPS game?
A> You will be able to make a level that includes first-person player combat. If you mean to create a modern FPS game that can sell alongside other commercial FPS games of today, then not for 2021.
Q> When are we likely to see improved weather effects?
A> It is part of our plan to improve the rain and snow effects with improved techniques, though thunder and lighting may slip to 2022.
Q> Will you please bring the structure editor back to the forefront and make it possible to bring new structure pieces into the structure editor? it could be a really good system for modular buildings
A> Since we released Structure Editor, not many users used it, and most who did use it did not like it very much. It is also very 'technie' with lots of constraints applied to it. The plan is to leave it available as a Developer Mode option for those who wish to continue using it, fix it when it goes wrong and make very small tweaks to give it more usage. The larger plan is to redesign the whole idea of making structures and buildings, and look at it from a non-developer perspective in 2022.
Q> Can we have some easy ragdoll options? Would be cool if you could tick a box and models with a skeleton would just ragdoll or ragdoll when shot in the head
A> Ragdoll will be re-introduced into the games engine soon. We disabled it while the new animation system from Wicked was being worked with, but we are almost ready to bring it back. Any object marked as a character will have their ragdoll system active. If you mean ANY 'rig' being ragdrolled, there are no plans for that at the moment.
Q> Can u add substance materials and mega scan support for gg max?
A> There are no plans to directly support substance painter or mega scans in GameGuru MAX, though you will be able to import their exports in some form.
Q> Wicked 11 is being dropped what will happen with MAX ???
A> Can you post a link to the news that Wicked Engine is being dropped, thanks! In any event, we are pretty proficient with the current Wicked Engine source code and will be okay maintaining it far into the future.
Q> When will I be able to import my dungeon into max?
A> There are no plans to import dungeons into MAX. We recommend you export your dungeon model as a GLTFv2 model as this has proven to be a good import format for MAX right now. FBX is also possible but milage varies a lot with this much older format. Bear in mind it is better to assemble floors, walls, ceilings, scenery, etc inside the GameGuru MAX editor as the games engine can then make good choices about physics, logic and other rendering concerns to ensure your game level runs as fast and as stable as possible.
Thanks for all your questions, I look forward to more next Wednesday 4 PM BST.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.