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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • ReNo
    • March 16, 2006 at 4:58 PM
    • #1,821

    Reminds me loads of KungFuSquirrel's "Repair Bay 4" in style. Looks like a nice old retro-themed HL1 map

  • kleinluka
    • March 16, 2006 at 5:08 PM
    • #1,822
    Quote from von*ferret

    WIP is great and all but WIP that dont even have any shadow caculations because they're improperly compiled? Not so much.

    there are shadows, its just not very well lit....hence the wip... look again back on topic...

  • KungFuSquirrel
    • March 16, 2006 at 6:35 PM
    • #1,823
    Quote from ReNo

    Reminds me loads of KungFuSquirrel's "Repair Bay 4" in style. Looks like a nice old retro-themed HL1 map

    I can see that. This one looks more fun, though

  • Zacker
    • March 16, 2006 at 7:30 PM
    • #1,824

    PloeP: Your map brings back a lot of good memories about the HL1 days, which I guess is good. Your map is just raw old school mapping regardless of how boring or charming that is:)

  • Taylor Swift
    • March 16, 2006 at 7:50 PM
    • #1,825

    I just want to say that the Battlefield2 Editor is much more flexible to use compared with the Source Valve Hammer Editor. The BF2Editor supports big wide open map sizes and the terrain tool is so much better then Hammer's.

    One thing that does confuse me is that BF2Ed has a big collection of objects and other important contant to use for free but there is no grid window for the Editor wich is crappy. It's different in a way, I rather use BF2Ed instead of the Hl2VHammer editor since the properties and tools are better. From my point of view as I think VHE (valve hammer editor) is more advanced with the grid settings and does not supports the "insert model directly" from the objects bar included in BF2Ed. Sometimes it feels like I need switch editors periodically to avoid the small grid size scale settings not allowing me to create 2km maps with mountains, waterfalls and deserts. Bf2Ed seems to be easy to learn and it's true.

  • Erratic
    • March 16, 2006 at 8:03 PM
    • #1,826

    You can't really compare each editor. They were built for a specific type of game. The BF2 editor wouldn't lend itself to creating an immersive singleplayer game and Hammer wouldn't do much good for a game focused almost entirely on terrain based multiplayer maps.

    Though I think anything derived from the early generation of editors (Quake, Unreal) is more flexible anyhow, the bf2 editor is more comparable to a strategy game world editor, it's built for a very specific purpose.

  • Campaignjunkie
    • March 16, 2006 at 9:01 PM
    • #1,827
    Quote from ReNo

    Reminds me loads of KungFuSquirrel's "Repair Bay 4" in style. Looks like a nice old retro-themed HL1 map

    omg, I thought that too! Specifically the outdoor cliff sections and the interiors seem Repair Bay-ish.

    I like it, though the ceiling could use some height variation. I don't necessarily mean "detail the ceiling, put 20 grates and pipes on it" but rather just don't let it be so flat like that. Though realistically, I doubt players would care...

  • Taylor Swift
    • March 16, 2006 at 9:05 PM
    • #1,828
    Quote from Erratic

    You can't really compare each editor. They were built for a specific type of game. The BF2 editor wouldn't lend itself to creating an immersive singleplayer game and Hammer wouldn't do much good for a game focused almost entirely on terrain based multiplayer maps.Though I think anything derived from the early generation of editors (Quake, Unreal) is more flexible anyhow, the bf2 editor is more comparable to a strategy game world editor, it's built for a very specific purpose.

    You just don't like the game and telling information about the editors as you do doesn't help.. I object on that, sorry. One thing is true though, you says that they were built for a specific type of a game. It's true, but every game have an editor?

  • Erratic
    • March 16, 2006 at 9:29 PM
    • #1,829

    Actually I really like the Battlefield franchise and I'll admit my experience with those editors isn't very extensive, it's just what I noticed from screwing around with them for a bit. And all I meant by comparing it to a strategy game world editor is that they tend to be focused around terrain generation and plotting down preconstructed set pieces from other modeling applications. These editors don't allow for the same ability to create completely unique environments with the editor alone.

    But that seems to be the direction most editors are taking anyway, so I guess I'm just stubborn.

  • Skjalg
    • March 17, 2006 at 5:49 AM
    • #1,830

    I think VHE could be customized to be equally good on terrain editing as the BF2 tutorial. They just gotta work some on the displacement tools, its too much like vertex editing at this point.

  • dissonance
    • March 17, 2006 at 8:11 AM
    • #1,831
    Quote from Erratic

    But that seems to be the direction most editors are taking anyway

    Which doesn't make it right.

  • Hipshot
    • March 18, 2006 at 4:10 PM
    • #1,832
    Quote from Skjalg

    I think VHE could be customized to be equally good on terrain editing as the BF2 tutorial. They just gotta work some on the displacement tools, its too much like vertex editing at this point.

    Could not. Valve would hafto redo the entire terrainsystem in the engine and also the editor to make a system equal good or better.

  • rockdude86
    • March 18, 2006 at 5:30 PM
    • #1,833

    displacements in source simply are lacking in a lot of ways... its so damn iritating to make the geometry right at places where different disps meet eachother and the fact you can only use 2 textures on a face really makes it even more iritating... if they just had looked at the unreal engine for example...

    (edit) it actually allready is on request on the valve developer wiki... hope they will do something with it

  • Hipshot
    • March 18, 2006 at 5:43 PM
    • #1,834

    Making more than two textures blend in the same base is a pretty "serious" change, and probably won't happen in a while. It requires, as I said with the BF terrain, serious rewriting. Right now it's just a alpha vertex that blends between two different materials, from 1 til 2 and then we have the shader that tells the engine, that 1 is grass and two is sand, adding, say 3 - rock would make everything som much more advanced.

    Just make two shaderfiles, one that blends 1 - 2 and one that blends 2- 3, that is the best solution right now as I see it.

    And, ok, terrain is a major feature of the source engine, but it's like, "you don't need it for a level", compared to Battlefield, where it is, "Terrain IS the level". Source is still, old school level editing, like Q4, while Battlefield is more of an object editor, terrain editor.

  • dissonance
    • March 18, 2006 at 8:17 PM
    • #1,835

    Anyone know how the texture blending is done in WoW?

  • von*ferret
    • March 18, 2006 at 8:33 PM
    • #1,836

    You could have over 8 blends in unreal that were easily created in the editor. BF2's editor may be object placing oriented, but it still takes knoweldge of how to manipulate the terrain to get what you want, and how you position buildings. Furthremore the creation of buildings takes a lot of effort since each buiding has 3 meshes.

  • ReNo
    • March 18, 2006 at 8:36 PM
    • #1,837

    Can you displace terrain on the X/Y plane in BF2, or is it just a heightmap?

  • von*ferret
    • March 18, 2006 at 10:49 PM
    • #1,838

    heightmap only

  • Bluestrike
    • March 18, 2006 at 11:03 PM
    • #1,839

    Sounds like BF2 editor is much like Cryteks Sandbox then to me.

  • ginsengavenger
    • March 19, 2006 at 5:30 AM
    • #1,840
    Quote from dissonance

    Which doesn't make it right.

    Of course it's the right way to go. When a level is broken down into many files, many people can work on it at once and the job of the level assembler is diminished, made much less of a bottleneck. It enables things like LOD which would be insanely more complex if the entire level was modeled at once. Modularity is the only way we can manage modern day poly budgets.

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