Patch meshes. MY GOD PATCH MESHES OR GTFO. I dry humped radiant for this so many times.
Your thought about a good level editor
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So what happened to the grin editor, who owns the rights? Do those former grin guys that formed new studios have it?
Any ways sound a lot like autocad snap system.
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Write games not engines.
Also the udk editor itself isn't moddable so you won't be able to add the snapping features your self. You might be able to do it in-game using unreal script then write a module to export the map file, although I am guessing that is beyond the programming skills of like 90% of people who use this forum. Plus it would be easier to send a request email.
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The new Remedy editor is also quite sexy.
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- asset browser with quick refresh time so if you place some new textures or meshes you can easly refresh the file system and see how it looks in editor
- game preview - the camera will fall onto the ground and you can walk/ride the level - quick way to test stuff
- advanced bug reports, memory dump at crash and autosave of everything possible (like in 3DSMax)
- values modified with "plunger" - lets say I wanna set fog transparency to "half of something ;)" so with plunger I can set the button of the middle of it and it will set the value to "0.5" (if 0.0-1.0). Typing values by hand is oldschool

- all modifications doesn't require to reload map/editor
Some of my dreams - few of them become reality in ChromED


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How about a level editor in 3ds max? I have read an article about it. Artist know the ui of max, and there is the possibility (maxscript) to make your own custom tools for a better pipeline.
Somebody already tested a level editor in max?
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- The possibility to bluid fastly primitive like brush in hammer. I know time is for meshs and more powerfull technics but make some stuff with brush you can clip, texture and move easily is something I miss in UE right now.
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- A way to export reference geometry to a model package.
- Easy way to clip area's for the player. (working with unity what has no system for it at all unless using collision boxes and scale rotate and transform those into place)
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Quote from Gloglebag
So what happened to the grin editor, who owns the rights? Do those former grin guys that formed new studios have it?Any ways sound a lot like autocad snap system.
The Andersson brothers still own the rights for their technology. They have founded a new company. I have no idea what game they are working on only that something is happening there. The technology is also used by Fatshark AB, who just recently release Lead & Gold.
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Quote from Nysuatro
How about a level editor in 3ds max? I have read an article about it. Artist know the ui of max, and there is the possibility (maxscript) to make your own custom tools for a better pipeline.Somebody already tested a level editor in max?
Naughtly Dog (Uncharted) had something like that with Maya, as I remember...
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Quote from seir
Naughtly Dog (Uncharted) had something like that with Maya, as I remember...
Exactly, their editor is mainly for scripting.
They do things very differently at Naughty Dog, basically everyone is a designer there, including concept artists. They do a lot of paintovers of the level and the 3d artists just go in there and model on top.
I would love to try this methodology one day, as it requires VERY good communication from all the team, and it's probably a lot more interesting to work at, instead of the conventional "conveyor belt" method of making games.
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Yea some studios use Maya. I'm not convinced if this is the ideal solution from a workflow perspective. It seemed to take a long time to create levels in the one studio where i have seen it and they had multiple designers on one map. I guess this can be dealt with by writing better plugins tho.
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Oh yeah, make no mistake, its a very time consuming workflow, but the good side of it is that you can hand craft every single corner of the map to cheer beauty.
Obviously, It's much faster to just use an editor and slap the level with lots of props and modular assets like most studios do.
It really depends on the project you're working on, if it's a linear platformer / shooter, or a open world game.
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Yes for GTA type sandbox games this seems ideal since every corner has to look different and no single person could work on it alone aynway. For standard sized fps levels it seems a bit too tedious from my perspective.
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max has a reference system that pulls in other max files, and you can update it whenever you want, I believe maya has this as well - multiple people can work on a single level, all referencing each other's files.
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Quote from Rick_D
max has a reference system that pulls in other max files, and you can update it whenever you want, I believe maya has this as well - multiple people can work on a single level, all referencing each other's files.
Really? I always wondered if you could do that on Max
How do you do it? XRefs? -
Quote from Minotauro
Really? I always wondered if you could do that on Max
How do you do it? XRefs?I remember I used something like this when I was working on ArchViz, we called it Proxies. It was separate .MAX files that were called only when the render was rendering that specific area where the asset was being used. Can't remember if it was a VRay feature or Max feature tho, it was 4/5 years ago. Fuck me man... time flies, wtf.
Edit: Ok found it, on VRay is called VrayProxy. Max also has this, it's called Xref.
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yeah, File -> References if you are using max 2010
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IDtech 5 is supposed offer something like that, where two artist can be working in the same map next to each other and see each others results update in real-time.
Well if so, I can imagine IDT 5 becoming a mapcore fad.
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I decided to go with a level editor in max. I will post my progress in this topic.
Here is a nice article about level editors in max : http://www.gamasutra.com/view/feature/3 ... d_net_.php
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