[=;442068]
I have the right to discuss and disagree just like anyone else. My point is that Epic shouldn’t waste time implementing a huge where there’s already a solution where the only inconvenience is having to export the mesh to UE4.
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The isn’t HUGE, and it is enough to express your opinion once instead of repeating it 50 times in hopes that people will get fed up and decide to “agree” with you.
People KNOW what they’re doing, and KNOW what they want, alright? I’m sure that BSP are unsuitable for whatever that is you’re working on, but it is a valid option and a necessary tool for a hundreds of thousands of other projects that use different art style.
I certainly want it. Really. By the way, I know how to model. However traditional modeling process is not good for many kinds of levels, and you really need something more efficient than that.
In many cases splitting level into parts and making a “building kit” is less efficient workflow than making it with bsp and the difference is significant.
Also, development time is not your decision, since you are not epic games. Allocating one guy/(girl?) on that and letting him/(her?) work on it for few months would make huge difference. Since software development is subject to Brook’s law, there won’t significant loss of productivity from that one guy working on geometry tools.
Have you, I don’t know, ever modeled a house yourself? In those older editors, or in something like sims 3, or in, say, Saurbraten/Cube 2 engine? Because you need to be familiar with the process to “get” it.
[=;442080]
If you read what I posted I was careful not to say that here is lazy or any specific person.
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You’re a moderator, which means you’re supposed to be a shining example of good behavior, being helpful, friendly and polite. Instead you’re trying to argue with people to death because they don’t share your opinion. What the heck, really.
[=;442086]
Luckily, there’s now a plugin you can use to make your levels in Quake 1’s tools (more realistically Source’s but whatever) and import straight into Unreal!That is still not as good as just providing the functionality though.
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Thanks for posting, is gonna be useful.