Discreet has been working on a sample gmax game pack (a Quake 3 level editor called “Hades”) to show that games companies can make game editors with 3ds max technology and have near complete control over the toolset and UI. For example, Macromedia Flash can be used within the UI and each Flash button or widget can fire off a max command or a full maxscript.
Check out the snapshots from Hades: 1 – 2 – 3 – 4.
The screen shots show several things:
1. the gmax UI is nearly completely customizable–almost everything you see is macromedia flash.
2. q3 brushes have been implemented (new geom type) into gmax and can model with the new primitive–and use either brush
modeling techniques or standard max techniques. (people that know the properties of brushes will know that max modeling
paradigms arent always applicable tho)
3. integrated tutorials in the UI. this is cool and flash lets users do this. this makes learning something *so *much easier because the tool that you need right then can be exposed directly in the tutorial itself
4. simplified material editor
5. scripted manipulators to move faces around without going into subobject mode