Game Development Community

What to use

by Barry Gallagher · in Artist Corner · 11/09/2005 (3:18 pm) · 7 replies

Sorry.. im sure its been asked a million times before.. but here goes

what map editor do people reccommend for torque..?

i using TGE at the moment .. but the final port of the game im making will be on TSE .. incase it matters

reliability is favoured over fanciness+twitchiness

#1
11/09/2005 (3:38 pm)
At the moment Quark is your only real choice. There are other programs in various states of developing a pipeline for Torque; i.e., Cartography, 3DWS, Delgine... all either are not complete or have some issue yet to be resolved. I think 3DWS has a new exporter but it comes with a pricetag. Garage Games is currently developing a custom-brewed map editor called Constructor but it won't be ready for a while.
#2
11/09/2005 (3:40 pm)
Quark, Hammer, and if its going to be a totally free game Radiant are all great choices.
#3
11/09/2005 (3:45 pm)
Whats a good interior editor?
#4
11/09/2005 (3:47 pm)
Read Matt Fairfax Nov 7, 2005 .plan and make your decision. I use QUARK... it is free. I will buy Constructor when it comes out. It will work the best with TGE and TSE because it is built with the Torque platform.

Here is a link to "The DIF Exporter Matrix" by Alex Swanson that might help you also.
#5
11/09/2005 (4:17 pm)
Actually, 3D World Studio supports Torque just as well as QuArK does, and has a much better interface.
www.leadwerks.com

Try them all, then use what you like best.
#6
11/10/2005 (3:59 pm)
Wasn't there a GPL'd release of a map editor when the Quake 3 source was released? If so thats probably an option as well since output of gpl programs is not covered under the gpl :)
#7
11/10/2005 (7:02 pm)
Yes, the MFC Radiant is included. Unfortunately for Mac and Linux users, there's a lot of work to be done to get it to work on those OS's while being able to prove that it does not utilize the GTKRadiant source as a derivative template.