KungFuSquirrel Posted April 21, 2005 Report Posted April 21, 2005 the only thing the unreal editor isnt superior in when you compare it to hammer is its texture aplication tool but he who cares about aligning all that base geometry right :wink: As much as HL veterans tend to claim otherwise at the beginning, nothing compares to the ease and joy of texturing in Radiant, at least the d3 version... at least, as long as you build on a reasonable grid! Still by far the most raw construction power available in any engine on the market today Anywho. D3 does indeed use a text-style material system, but it seems much better implemented than the source version. Most things are text-based, whether it be the .def files, .mtr files, or the scripting, but I really like it that way, especially the script. Visual scripting systems are ok, but there's no telling what they're doing under the hood and whether or not it's the most efficient means of doing it. Writing each line yourself remedies that problem. There's some shortcuts, too, to make a standard material not a bloated process - you can just paste the path and all is well.
FrieChamp Posted April 21, 2005 Report Posted April 21, 2005 I've been through enough discussions about which editor is the best, don't you people realize that each editor/engine has strengths and weaknesses and when you talk about your favorite editor, in 99% of all cases it comes down to the editor the person works most of his time with. Because the more time you spend with an editor, the more comfortable you feel with it and when you haven't even touched the other ones....you get the point. I'm also wondering why you guys compare today's engines with the Unreal 3 engine? You won't be able to see it in any game before 2006, so it would make more sense to draw either the Unreal 2.5 engine or the next gen engines of the competitors for comparison (I know there is nothing to see from them yet, but be sure that they are in the works).
Hourences Posted April 21, 2005 Report Posted April 21, 2005 The next version of Hammer had better support lighting previews or I will fucking cry. As for UnrealEd, the reason I didn't really get into it was the way you have to give exact values when hollowing out sections to work in. Is there any way to make it so you can drag stuff out ala Hammer, because I don't think I will be able to resist a dabble in Unreal 3 Engine mapping in the future. Make a standard cube and go in vertex edit mode (top right button toolbar or type in "mode vertexedit" in command box then just drag the sides around in top down or whatever till you what you want I barely type in numbers anymore You dont use a lot of bsp anymore anyway I cant judge texturing because I dont have enough texturing experience with radiant and hammer but never had any probs with ueds tex alignment, it does most things itself already. One thing that is missing is a deadsimple UV unwrap window tho And ofcourse you have your favorite engine and an engine in which you work really fast or know really well, sure but that doesnt mean its all dependant on prefference. If for example an editor like hammer has no lighting preview its not just a fact of prefference anymore. Its simply a lacking feature and a bad thing for your workflow, objectively saw
rockdude86 Posted April 21, 2005 Report Posted April 21, 2005 the only thing the unreal editor isnt superior in when you compare it to hammer is its texture aplication tool but he who cares about aligning all that base geometry right :wink: hows that any better in source? I find the texture system HORRIBLE in source...it gives me nightmares! well google up a texture tutorial for halflife1 (its the same as for hl2) and you will find a lot of tricks for aligning textures (especially for rounded stuff) and those are things that are fucking tricky to do with the unreal editor
InsaneSingingBlender Posted April 21, 2005 Report Posted April 21, 2005 the only thing the unreal editor isnt superior in when you compare it to hammer is its texture aplication tool but he who cares about aligning all that base geometry right :wink: hows that any better in source? I find the texture system HORRIBLE in source...it gives me nightmares! well google up a texture tutorial for halflife1 (its the same as for hl2) and you will find a lot of tricks for aligning textures (especially for rounded stuff) and those are things that are fucking tricky to do with the unreal editor klein was talking about texture compiling i think. which is really a nightmare
rockdude86 Posted April 21, 2005 Report Posted April 21, 2005 Shift+A and Alt+Rightclick uber alles! thats right
von*ferret Posted April 21, 2005 Report Posted April 21, 2005 some sketchy sselection things in unrealed, I dont enjoy camera movement, and I desperately miss texture application like in hammer, but unreal ed is superior out of the two in my opinion.
Recommended Posts