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Atmosphir Props In The New Voxelus
- Nazmus
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Atmosphir Props In The New Voxelus
So, I did notice that the new Voxelus Creator still has access to many, though not all, of the assets of Atmosphir.
Voxelus creator is actually built on the Atmosphir design mode, from what I can observe. This means, things like triggers and building a level works like in Atmosphir. There are however advances, such as snapping to surfaces, advanced prop positioning and more.
So I placed some Atmosphir props on Voxelus for nostalgia.
Voxelus creator is actually built on the Atmosphir design mode, from what I can observe. This means, things like triggers and building a level works like in Atmosphir. There are however advances, such as snapping to surfaces, advanced prop positioning and more.
So I placed some Atmosphir props on Voxelus for nostalgia.
- Phantomboy
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- Entity
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- Nazmus
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It might be written from scratch, but from what I observed, there are definitely a lot of code reuse from Atmosphir. The rulebook is same as that of Atmosphir. So is the ambient lighting control. The triggers already are implemented and works very similar to that of Atmosphir. The keyboard controls are like Atmosphir too. You can also see that the help pain on the right of design mode (not in picture) is copies and pasted from the help pane from Atmosphir, as some help points no longer apply. The selecting, rotating mechanisms all look and work like Atmosphir design mode.Entity wrote:Correct me if I'm wrong but I'm pretty sure the designer was built from scratch. It definitely looks a LOT like Atmosphir, I totally agree with you there
But for things like triggers I think they would have to reimplement that.
- Swords761
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Relevant quotes:
Sounds to me like a lot of decisions were inspired and emulated like the old editor but are in fact re-coded as to support other new additions.The builder pretty much works like the Atmosphir builder but it has a lot of things that are handled differently, its done from scratch so things look similar but they are in fact different.
Regarding Atmosphir content, we want to add a "retro pack" to have all the content we can salvage from Atmosphir there the thing is that a lot of the assets we have are not compatible with the new editor, some are, and we dont have the source files for the original files so there isn't much we can do. All of the things that work we will support them.
- Nazmus
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Swords761 wrote:Relevant quotes:
Sounds to me like a lot of decisions were inspired and emulated like the old editor but are in fact re-coded as to support other new additions.
Oh yes of course. By code reuse I mean you take snippets of existing code from one project and paste it in another project. For instance, take the selection of items. It is possible that the block of code dealing with selecting an area in Atmosphir was solid, reliable, and working. It would make sense to use that code in the new app. It takes a lot less time and in many cases already mature. It may take a few more hours to test and fix compatibilities or inconsistences.
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- Adz
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Voxelus was indeed built on Atmosphir as a base, but it's aim is waaaaay beyond that
The main focus is going to be on the ability to import your own models from 3D modelling programs like blender and 3DS Max, etc
The Atmosphir props make very nice examples of objects, and are just a taste of what will be possible.
The main focus is going to be on the ability to import your own models from 3D modelling programs like blender and 3DS Max, etc
The Atmosphir props make very nice examples of objects, and are just a taste of what will be possible.
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