#Unreal Engine "CS"

1 messages · Page 1 of 1 (latest)

tacit crescent
frail ridge
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this is big

gusty quiver
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I would never touch unreal with a ten foot pole but that interesting.

tacit crescent
frail ridge
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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

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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

tacit crescent
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I agree. I don't like moving in CS, that's all.. 😄 Yeah, some things are hardcoded in unreal, it pisses me off..

frail ridge
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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

tacit crescent
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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..

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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..

proud vine
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You should share this in Morrowind Modding Community discord too sounds like it would be useful for non openmw users as well

whole patrol
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This is pretty cool. I’m not a fan of either CS design in some respects either. What’s the beef with godot, though?

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I think bevy will be my next target. I considered Fyrox for a time but it is OpenGL. No go

frail ridge
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Node system makes mesh based level design a utter pain

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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

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Its far more annoying that it should be

whole patrol
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Honestly I don’t understand that at all

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I couldn’t reproduce that problem in godot and the entirety of this workflow is node based

frail ridge
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Its possible I'm somehow using Godot incorrectly somehow though years of using unreal

whole patrol
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Spending like an hour in godot was the first time a level design flow felt “native” to morrowind

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But their editor is def awkward in its own ways

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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

tacit crescent
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I think I figured out how to make proper landscaping too..