Quote from: windebieste on Aug 21, 2020, 10:06:44 PM
Looks great and I see Node Tree management! It's easy to overlook organising the Node Tree but keeping all the content sorted into containers and managing properties of everything in a container gives you Sssooooo much power over the level. It's work to keep it that way but the time it can save is worth it.
-Windebieste.
It's impossible to think of making a large map without node tree management.
If I had to display the entire map at all time in DEdit my computer would surely be very slow.
I use a lot the Hidden all / Reveal all node in the container option to manage smooth workflow.
It's also very important for leak tracking and troubleshooting objects.
I derived most of the architecture from one of your map that showcased how to block the shell and add details in steps.
I thought this was a very great .ed file that was self explanatory.
I also use different the trim textures to block the shell and details, kind of took this habbit from you
Quote from: x-M-x on Aug 22, 2020, 10:20:09 AM
Fantastic man, great you're still working on it.
So we're looking at a 2021 Release?
Remember to send me anything you want kept safe.
Still got a bunch of your stuff saved/secured.
Cheers
x-M-x
Dunno and frankly I don't wanna plan any release now, just know I'm working on it actively.
Will poke you around for that backup any time soon.
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Some pictures taken today:
I'm fleshing things out right now on this map.
Adding details where it's needed to make corridor less empty.
I have about 3-4 small rooms to do and one large and it's over for this part of the campaign I can move along.