I could name a lot of features and technical dooda our toy now has and the ones we're
working on. In short : it has some very pretty features for a web engine.
As you have been able to see from the pic in the previous post, we can read objects,
give them a texture and there's bump on the floor (added by coding).
See, we have this strange principle for developing this tool : no changes to this scene
by coding the change to the objects/scene. Rather code the tool to make the change.
In this screenshot an environment map on very low settings has been added to the
material on the walls and a normal map, and values for the ambient and specular colors
applied. There is still something wrong the floors and ceiling (I suspect dof settings/ssao),
but will fix those things at a later time.

Two sorts of reflection : the green one reflects only the sky map, the bigger one reflects dynamically.

Click n place : (don't mind the snipers, was short of appropriate thumbs).
You click and drag and object in the Dropper, click where you want the model and tada !
It's also possible to enter random values for rotation to get a bit of variation in there.
Next up : Matcap materials, I put 320+ matcap materials in the library already
so never a dull moment. After matcap is in, adding the part to read custom shaders and
display variables in a form and submit changes to the material. After material is
completely concluded, just a few things remain that are pretty easy to finish.
Another tool coming up real soon is the building creator by NaughtyNights. This tool is very
exciting and will save modellers and mappers tons of time. It can be used as a standalone
tool, we use it as an API for our city generator. Literally, you can do a building in less
than 3-5 minutes from scratch, even if you never played around with a 3D modelling package.
It also has a random generation function in case you run out of inspiration.
With the tool you can recreate the building in the screens with about 20-25 clicks.
(7 for the outline, 8 for the windows, 2 doors, 4?-6? for the roof). Need to move a
window or door ? no remodelling needed, just click n drag.
Cutting down time with 6-9 months Per Map on complicated maps like our Favela map just
makes making these tools well worth it. Although these tools will save enormous amounts
of time, they take a bit of time to make.
Since we also have other projects besides Tango Down which need work on animation, we
are now in the process of hiring one or two freelancers to finish the stack of animations for
Tango Down and the other projects. Animation is a time consumer so it's better to do it with
more people. Anim on TD is also the most detailed of all projects and in relation to other
projects pretty much has the most animation sequences.
Did I mention that the 'mapping' tool can be used for more things besides maps and
games ? Will post an example by one of my teammates when he's done.