Unreal engine plugin which enables you to create big part of interiors in modern engine. It includes advanced object placement capabilities like snapping, physics simulation and also algo bleedings check and more..
#Unreal Engine "CS"
1 messages · Page 1 of 1 (latest)
this is big
I would never touch unreal with a ten foot pole but that interesting.
Yes, I am over the hype too. The thing is I don't use Lumen or any fancy GI, just unlit scene. Also you are not experiencing real time shader compilation issues in editor. So I am just using something what is capable and developed by many people..
the problem for a lot of people I think is that getting the unreal editor on linux is a pain, and the editor is super heavily bloated, its worse in 5.x releases compared to 4.x
I'll definitely try this out soon, though that needing to ctrl d instead of ctrl c/v is going to mess with my muscle memory
I agree. I don't like moving in CS, that's all.. 😄 Yeah, some things are hardcoded in unreal, it pisses me off..
I've complained to s3ctor about getting the CS to be more unreal or unity like (and I guess godot but the node system makes doing this type of level design in godot actual torture) in terms of placing objects, selecting stuff, moving around, maybe this will help move things along
I get it if some people are used to CS but for someone who used other engines.. Also I picked unreal because I didn't see potential in Unity or Godot to get something relevant. I was thinking about PCG, landscaping..
I already made pipeline for landscape in unreal and results are quite good but I don't think there is possibility to make Morrowind texturing work there.. so only advanced landscape tools and object placement I guess..
You should share this in Morrowind Modding Community discord too sounds like it would be useful for non openmw users as well
This is pretty cool. I’m not a fan of either CS design in some respects either. What’s the beef with godot, though?
I think bevy will be my next target. I considered Fyrox for a time but it is OpenGL. No go
Node system makes mesh based level design a utter pain
Since you copy paste a lot, but doing that adds it as a child of the node you copied from, with the transforms becoming relative to the parent
Its far more annoying that it should be
Honestly I don’t understand that at all
I couldn’t reproduce that problem in godot and the entirety of this workflow is node based
Its possible I'm somehow using Godot incorrectly somehow though years of using unreal
Spending like an hour in godot was the first time a level design flow felt “native” to morrowind
But their editor is def awkward in its own ways
I think we still need a dedicated editor tho. I’ve been batting around the idea of making one in bevy for about a month or so
I think I figured out how to make proper landscaping too..