lololli. I hope not, I spend enough time in Visual Studio, I don't need more reasons to not leave my cave. @Biofrost: The code's all in place and committed, so I've just gotta add a checkbox for physicalisation (no proxy support yet, that's coming next); I'll hopefully be releasing this tomorrow unless anything explodes in…
Hey, thanks for confirming that! :) I've been meaning to get around to installing 2012 but I've been caught up in other things. This is going to be some fun debugging, I'm sure... One query; is this with pre-triangulated meshes, or meshes with quads/ngons? I'll be the first to admit that my code is possibly not working…
And we're live with the second release! Updated the thread on CryDev: http://www.crydev.net/viewtopic.php?f=315&t=94539 You can download the latest build here: https://github.com/returnString/CryEngine.RC/downloads Summarised (and apologies once again for the 'art', but this is fun!): Usage Guide* Extract the contents of…
That was my first thought actually, but I think separating them is possibly easier for using version control. Rather than forcing designers/coders to check out source (ish) files too, you can instead just make the ArtSource directory a separate Git/Perforce/whatever repository and have artists commit their source files…
Sorry if this is a bit off topic, but this seems to be the best place to ask. Is there any official word regarding custom vertex normals support with the regular Max exporter ? The current Crydev tools and editor (3.4.0) still don't support them (shading wise) even tho they do seem to export fine as pointed out earlier. I…
Yes. Here are two cubes one with one material the second with two. https://www.dropbox.com/s/47rr8069il37eqd/blender_fbx.zip?m Not sure what you mean here. There's 5 types of physicalisation right? So each material should perhaps have it's dropdown menu to choose the type it needs. (phys_None by default) Also as I said the…