I think you started it up wrong ?
This is the launcher :
http://www.majesticblack.com/images/inlauncher.jpgThis is the editor with a yet unnamed map. Needed a scene to test watershaders with and it kinda got out of hand.

The Unreal Engine has come a long way, now you can also do a lot in the editor that needed
external packages like Motionbuilder. To retarget the anim for the new char all was needed
was the UE4 (anim comes from 5 diff. skeletons). Not to mention that ingame graphics can
be made photo-realistic and that it certainly is now very fitting to create animation with.
https://www.youtube.com/watch?v=Y6PQ19BEE24 Unreal Paris tour.
Kite (animation)
https://www.youtube.com/watch?v=4gafvTn-UbMLooking forward to 4.8 release, it will have the assets of the Kite included and comes with a
lot of updates on nature elements and open world. It now also has a pretty good lightmap
generation, the following consists of 2 parts, namely the roof (low res lightmap) and the
rest (higher res). No work on prepping lightmaps.
Crossbow editor :
I think our editor is easier to use because ours has a Task orientated GUI and most editors
have a general purpose GUI ? Hide what you dont use. For the Crossbow editor we're
aiming for a very young audience so even 10yr old kids will be able to use it.
Besides the building creator it's also going to get a decent Material painting tool (with UV
generation/baking) and a basic geometry editor with CSG features. NaughtyNights and
DubCH are working on the integration of particle systems made with our editor so it can
import into the UE4 engine, if this gets done we're one step closer to a more complete
integration as middleware tool.
It has full integration for ThreeJS and BabylonJS libraries, which can read animated
MD2,MD5 and Q3 BSP(v46). Yes, yes, I know, 47 will pop up one day when we find the
time to update it. Would be fun to see how things look if we'd use standardized base
materials that could be applied to the original textures like an auto-apply thing regardless
of what map you'd load.
What also could work on any Q3 mod is the (aim)bot approach, override the
graphics. We disable Et:legacy's/ TCs renderer (and some other things) put a plugin in it's
place and let the Crossbow engine render the game.
Post already too long to add the actual updates on Tango Down... Room for a tiny one ?
Busy on some Apex stuff : destructable walls and turning clothes into Apex clothing
+ new skeleton still needs 250 more anims converted out of a total of 850+. All
animsequences that are done are also tweaked and ready to use (no motionbuilder
involved).
Will do a more elaborate update next time, made lots of progress on many fronts. Some
come with nice screens and perhaps a video. Also got screens of another project for ya.
Plus bringing back the easter egg on easter, after easter it will lead to the X itself
