Please welcome gile[s]!

Miscellaneous Forums/Blitz Showcase/Please welcome gile[s]!

Mustang: Phew... Ok, this would require some reworkings of the GLS file format...

My idea was that it was the actual model name, and not the file name, that was used for this proposed cluster export. Because normally when doing larger projects, I give each model a prefix, that indicates where it belongs. I can however see the usefulness of your method.



LW does NOT have model names... layers are the bits that the make up the model - which then usually has only a filename. So house.lwo can have walls on layer one, door1 on layer 2 etc but they don't have a names... You CAN name layers like you can do in Photoshop though, but it's not what you usually do at all. Using filename based "clustering" is maybe easier, and it is universally and always working choice.

But it might be enough if there would be a choice to either export ALL merged stuff out as one "entity" or export them all out exactly like they were when loaded in for merging - they just would have gile[s] generated lightmaps and other material tweaks applied.


I don't think it will be ready for the release of gile[s], but I will put an extension in the file format, to make sure I can implement it without any problems (for you :).



:)


As for the price of gile[s] it will be around the same price as a new game. This means 40-50€ (Euro), I hope you all find this acceptable. And of course upgrades are free.



Well... 35€ sounds good, but I would "gladly" pay even 40€-50€ - IF it has all the features I need. As I can do all what gile[s] can do and more using LW's radiosity baker (although it's more painfull manual work etc) there is not much point spending cash for something that does not make my life *much* easier, ie be "perfect" app for my game needs... and what I need is of course something that makes lightmaps and lets me tweak (Blitz3D) materials & settings.