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?! Why? It sux(to old)!? Even the free engine is better! I
can help gearbox make a engine :)
Msg to GearBox:
Email me and I will help you make a enigne!
/ Zoot
----- Original Message -----
Sent: Friday, December 21, 2001 12:16
AM
Subject: Re: [hlcoders] VALVe:
GMAX?
Yes.
----- Original Message -----
Sent: Thursday, December 20, 2001 11:12
PM
Subject: Re: [hlcoders] VALVe:
GMAX?
Is cs:cz using the HL engine?
----- Original Message -----
Sent: Friday, December 21, 2001 12:04
AM
Subject: Re: [hlcoders] VALVe:
GMAX?
no auto-save?
bahhh, not worth it! :P
----- Original Message -----
From:
Scott Velasquez
Sent: Thursday, December 20, 2001
11:47 AM
Subject: RE: [hlcoders] VALVe:
GMAX?
No, I don't think it does, but there are some nice
things it *does* do like loading point files, portal files, and hull
files.
-scottv
-----Original Message----- From:
[EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On
Behalf Of Neale Roberts Sent: Thursday, December 20, 2001 10:36
AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders]
VALVe: GMAX?
Ooo....does it have
autosave?
:)
----- Original Message ----- From: "Scott
Velasquez" <[EMAIL PROTECTED]> To:
<[EMAIL PROTECTED]> Sent: Thursday, December 20,
2001 4:32 PM Subject: RE: [hlcoders] VALVe: GMAX?
>
Actually, you will be getting GearCraft from us (Gearbox) when
we're > finished with CS: Condition Zero, most likely in
downloadable form due to CD > space
constraints. > > Scott Velasquez a.k.a. _-{MeNaCe}-_ >
Programmer > Gearbox Software (www.gearboxsoftware.com) >
------------------------------------------ > re.cur.sion n.: See
Recursion. >
------------------------------------------ > > -----Original
Message----- > From: [EMAIL PROTECTED] >
[mailto:[EMAIL PROTECTED]] On Behalf Of Tim
Holt > Sent: Tuesday, December 18, 2001 1:45 PM > To:
[EMAIL PROTECTED] > Subject: Re: [hlcoders] VALVe:
GMAX? > > Just give us the fabled GearCraft
:^) > > Really I think what most mappers would say is "I
want WorldCraft, but > also add..." and then some features.
Like better leak file tracing > (visualize in 3d rendered mode),
option to display models in-editor > (like sprites now), better
abstract view of entity relationships to > handle complex setups,
ability to toggle sprite view of ents (as defined > > in
FGD) on and off, ability of different RMF files to maintain their
own > > "These are the texture files for this map" info,
better management of > large texture collections, etc.
etc. > > GMAX is cool, but really, what's it got over
WC? Editing models, etc. > is nice, but 95% of mappers are
just that - mappers. Not modelers, etc. > >
Waldo > > Eric Smith wrote: > > > What do you
want to see out of GMAX? > > > > > > >
> -Eric > > > > > > > >
-----Original Message----- > > From: Eric Smith
[mailto:[EMAIL PROTECTED]] > > Sent: Monday, December 17,
2001 4:56 PM > > To: '[EMAIL PROTECTED]' >
> Subject: RE: [hlcoders] VALVe: GMAX? > > > >
We're looking into it. > > > > > > >
> -Eric > > > > > > > >
-----Original Message----- > > From: Nathan Taylor
[mailto:[EMAIL PROTECTED]] > > Sent: Monday, December 17, 2001
4:48 PM > > To: HLCoders > > Subject: [hlcoders]
VALVe: GMAX? > > > > VALVe, > > >
> > > > > Are there any plans to release gmax
support for half-life. I know > many > > people
would love you if you did. I'm also aware of the evident
cost > > issue so it is your call. > > >
> > > > > - Thanks > > >
> >
------------------------------------------------------------------------ >
> > > > > Regards, > > > >
Lakario > > ModDev.net <http://www.moddev.net/> >
> ICQ: [Status] >
<http://wwp.mirabilis.com/scripts/Search.dll?to=101390922> >
> > > > > >
------------------------------------------------------------------------ >
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http://explorer.msn.com > > > > >
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