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NS2 - Spark Editor

  • Psy
  • November 24, 2009 at 12:37 PM
  • Psy
    • November 24, 2009 at 12:37 PM
    • #1

    The NS2 team are offering an alpha version of their 'Spark Editor' to all of those that pre-ordered the game. It looks a bit primitive but it reminds me a lot of Sketchup and I love Sketchup! Check it out.

  • MJ
    • November 24, 2009 at 2:06 PM
    • #2

    looks simple to use

    me like!

  • Seldoon182
    • November 24, 2009 at 2:12 PM
    • #3

    Is there the instant compilation like the Sandbox editor?

    I'm waiting to know more before to pronounce about the Spark editor like the texture application tool and such. But whereas Hammer they've made some interesting features.

  • Zeta
    • November 24, 2009 at 5:33 PM
    • #4

    Nice idea to let people play with it while the game is still in development.

    That looks nice and easy to use!

  • robert.briscoe
    • November 24, 2009 at 7:11 PM
    • #5

    I'd like to see how it handles more complicated geometric faces such as cylinders, arches etc and if it has smoothing.

  • dux
    • November 24, 2009 at 7:29 PM
    • #6
    Quote from Seldoon182

    Is there the instant compilation like the Sandbox editor?

    Yes. We use polys instead of brushes.

  • insta
    • November 24, 2009 at 8:36 PM
    • #7
    Quote from dux

    Yes. We use polys instead of brushes.

    Woah woah, cool it with the technical mumbo jumbo!

  • Psy
    • November 24, 2009 at 9:56 PM
    • #8

    What's the workflow like for importing models and textures?

  • dux
    • November 24, 2009 at 9:59 PM
    • #9

    Well you place a model and then align it. Pretty darn cool, eh?

  • D3ads
    • November 24, 2009 at 10:04 PM
    • #10

    I actually thought that this was an editor for spark particle effects to begin with... lol

  • Psy
    • November 24, 2009 at 10:20 PM
    • #11
    Quote from dux

    Well you place a model and then align it. Pretty darn cool, eh?

    I'll assume you don't have to go through a whole rigamarole to get models and textures imported like Source then.

  • Rick_D
    • November 24, 2009 at 11:29 PM
    • #12

    watched the videos - dux you were right, looks like a pleasure to work with.

  • Steppenwolf
    • November 24, 2009 at 11:44 PM
    • #13

    This looks like fun to work with.

  • Seldoon182
    • November 25, 2009 at 7:25 AM
    • #14

    Dux what is the workflow to creat ur custom assets? I mean do u have fucking .qc files like Source? .vmt?

    Can u export ur lvl from spark to a 3dprogram like 3dsmax?

    [EDIT]: Here explain how making a custom material.

  • ElectroSheep
    • November 25, 2009 at 11:40 AM
    • #15

    Is there anothar way to buy the game ? Because my visa don't work with paypal, and I really want it

  • Minos
    • November 25, 2009 at 11:58 AM
    • #16

    STill waiting for the steam version!

  • robert.briscoe
    • November 25, 2009 at 1:49 PM
    • #17
    Quote from Seldoon182

    Dux what is the workflow to creat ur custom assets? I mean do u have fucking .qc files like Source? .vmt?Can u export ur lvl from spark to a 3dprogram like 3dsmax?

    [EDIT]: Here explain how making a custom material.

    hmm I hope they improve upon this, keep it all in the editor I say, like Unreal. Source has one of the most counter-productive systems for importing models and textures i've ever known!

  • Psy
    • November 25, 2009 at 2:58 PM
    • #18

    Text-based materials? Damn.

  • dux
    • November 25, 2009 at 5:10 PM
    • #19

    textures's are .dds which you can edit in realtime. If it was done like Unreal I think our coder would die, he's doing so much already. Basically it's pre alpha at the moment so everything obviousl, and suggested will be added over the next several builds.

    And you won't be getting steam for a while.

  • ElectroSheep
    • November 25, 2009 at 8:47 PM
    • #20

    So I have to found someone who want to buy the game for me.

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