At IO we did all geometry and art related matters in 3dsx max and worked quite well. We had our own instancing system in place which allowed for the usual workflow with premade props and env art. So a bunch of a c++ for the instancing and export and then about 30-40 maxscripts to help with general level design tasks. I have since IO tried to do level design in 3ds max but it is an absolutely horrible program for that without those precious plugins and scripts.
Your thought about a good level editor
-
-
Level editor for FEAR (lt jup ex) works in parallel with 3dsmax, you can edit world geometry/place entites in max or level editor, everything is crossreferenced.
-
Quote from Gloglebag
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.
lol thats a long time dream of mine

Multiplayer map making ftw
-
-
that would be soooo awesome !
-
Things to keep in mind
- Keep it simpel : no overbearing ammount of features on the surface
- Streamlined workflow
List of Possible features
- Asset Browser
- PropertyWindow
- Flight Mode
- Easy grouping and selecting
- Layers
- Switch Editor-Ingame
- Zoneclipping (Only models in a radias of x of the player will be visible in the editor)
Already in Max :
- Layers
- Grouping
- Selecting system
- Undo / Redo
- Snapping
What do you think are the most important 3 possible features?
All the information of the level editor will be exported as xml data.
Scripting will be done in C++ because of some reasons. So it will not be done in the editor.
My goal is also to streamline the features that are already in max for the editor.
-
I think 'Flight Mode' (if understand the feature correctly) is already in max (press z).
-
Yeah, your right. In max it is called 'Walk Throught'
Thanks
-
I think a successful level editor requires a very strong graphically designed GUI. You need to have a solid layout. Establish a good hierarchy with different tools and what they do. Keep it simple, make it very functional and to the point. Try to develop a simple GUI that anyone could use, a 10 year old or your grand-mother for example.
It doesn't matter how many cool features you have, If people can't intuitively and functionally use it, due to poor layout, it won't be as successful as it could be.
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!