Rabiator wrote:For computation-intensive mods, it might be nice to have the option of calling routines in user-made binaries (as opposed to only those in LT).
Sasha wrote:I'd love to see a lot of customization for the ship editpr too. things like defining our own primatives, animating structural elements, etc.
Flatfingers wrote:Sasha wrote:I'd love to see a lot of customization for the ship editpr too. things like defining our own primatives, animating structural elements, etc.
I don't know if this would be asking Josh to basically create his own version of Unity, but I'm sort of hoping that "ship" is just a special case instance of "object" and that there's a general purpose object editor with the kinds of capabilities you mention.
That would make it a lot simpler/faster to get many new kinds of things into the game, rather than just new ships.
Again, though, maybe that's overkill.
...or maybe Josh should be satisfied with building LTSL, and should leave the development of an easy-to-use editor to modders?
What kinds of features would LTSL need to support that goal?
DWMagus wrote:Hrmmm... If we can export ships to a format that is useable by more than just LT, we may be able to get that to work. I know there are some people who would prefer to create a ship in something like Maya, 3DS, or similar and then import it into the game. But then again, this is a big 'what if'.
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