General mapping questions
by Geoff Erwin · in Artist Corner · 07/05/2001 (9:28 am) · 12 replies
When the V12 is released, will there be a different map editor with it?
#2
know what I mean? :)
07/05/2001 (6:25 pm)
But will I be able to create a NEW level from scratch? I don't like having to edit old ones in order to make a new one, cause I loose the one I original had...know what I mean? :)
#3
There are many tutorials available on the Tribes 2 sites.
Search a few of the posts here for more info.
07/06/2001 (6:39 am)
Yes, you can create new maps from "scratch".There are many tutorials available on the Tribes 2 sites.
Search a few of the posts here for more info.
#4
This would definately be a real asset for anyone working on level design and from what I have heard about the gMax demos that have been done so far, its blown away all of the existing Q3 level editing programs.
Logan
07/06/2001 (7:46 am)
Just out of curiosity does anyone know if GarageGames has contacted Discreet about adding gMax support for the V12 engine? This would definately be a real asset for anyone working on level design and from what I have heard about the gMax demos that have been done so far, its blown away all of the existing Q3 level editing programs.
Logan
#5
07/06/2001 (8:38 am)
If I remember correctly, Tim had posted about gMax awhile back. It's supposedly good for the end user (though options are limited), but the distributing company takes it up the tailpipe financially. Which wouldn't make it very practical for Garage Games to include its use/distribution with the V12.
#6
Personally though I find it silly that Discreet wouldn't be jumping to get gMax in the V12 engine (considering the interst in the V12 and how used it will likely be) to help promote this great little tool.
Maybe GG needs to twist some arms at Discreet by showing them the amount of pre-orders that there are for the V12 and kindly reminding them that they would be missing a *large* market share :)
Logan
PS: I am assuming that the 96k that is mentioned in this quote is the cost that there would be towards GG to include gMax in the software... if thats true, i wouldnt mind paying a few extra bux on a V12 liscense to have gMax included.
07/06/2001 (1:10 pm)
Thanks, I found the original post from a few months ago (and have attached it at the bottom of this message for those who are intersted).Personally though I find it silly that Discreet wouldn't be jumping to get gMax in the V12 engine (considering the interst in the V12 and how used it will likely be) to help promote this great little tool.
Maybe GG needs to twist some arms at Discreet by showing them the amount of pre-orders that there are for the V12 and kindly reminding them that they would be missing a *large* market share :)
Logan
PS: I am assuming that the 96k that is mentioned in this quote is the cost that there would be towards GG to include gMax in the software... if thats true, i wouldnt mind paying a few extra bux on a V12 liscense to have gMax included.
Quote:
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We talked to the Discreet guys at CGDC about supporting the GG community with GMax. It isn't going to happen at this time. Crank up the Milkshape exporters!!
As far as we could tell, GMax is not much cheaper than using 3DS unless you have a HUGE project. It starts to be attractive at around $95,000 of investment in 3DS!
Break out the open source:)
Jeff Tunnell GG
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#8
Owen
07/12/2001 (4:24 pm)
No neither can I but Discreet's gMax would be promoted very heavily if it was included as part of the licensed V12 simply because they would have potentially hundreds of complete titles, some being of commerical quality that rely on their gMax product, it would get it out into the hands of people like us, who whilst all love to build complete games many of us mod existing games, and, assuming it worked right, we may twist existing games developers arms to include gMax support for their upcoming games (read more money for Discreet) because we like it and want to use it rather than quirky custom built editors..Owen
#9
07/12/2001 (6:51 pm)
nah, gg should let discreet hang themselves with the rope they asked for and then cut their ass by releasing their own, competing product. why should gg let discreet in on the party? lemme think, superexpensive gmax or $100 cutting edge engine with (theoretical and presumably) cheap level editor? mwhu ha ha ha haaa...
#10
What really pisses me off is the fact that people are passing judgement on it who have never tried it and are too closed minded to consider its possible value for even two seconds.
Everything in game development costs you money. You buy the tools that will help you work efficiently and in the long run will save you money and time.
Logan
07/12/2001 (8:48 pm)
If you're willing to shoot down a product that could possibly benefit the work you will be doing with the V12 without ever using it then that is your decision. What really pisses me off is the fact that people are passing judgement on it who have never tried it and are too closed minded to consider its possible value for even two seconds.
Everything in game development costs you money. You buy the tools that will help you work efficiently and in the long run will save you money and time.
Logan
#11
I'm sure I could rant about that for a while, but I -do- have some work to do today. So in a nutshell, I agree that, as a whole, we should start supporting 3rd party tools a lot more. After all, we don't all write our own 3d modeller for every game. Why can't this be extended to other aspects of games, such as level designers? And why not support those that have the knowledge and expertise to make those tools? Give it a try, you might like it.
07/13/2001 (7:47 am)
Good point, Logan. Unfortunately, we're an industry of wheel-inventors; Most game developers take some kind of twisted pleasure in inventing things that've been invented a million times before. Heh...reminds me of most patents today.I'm sure I could rant about that for a while, but I -do- have some work to do today. So in a nutshell, I agree that, as a whole, we should start supporting 3rd party tools a lot more. After all, we don't all write our own 3d modeller for every game. Why can't this be extended to other aspects of games, such as level designers? And why not support those that have the knowledge and expertise to make those tools? Give it a try, you might like it.
#12
Owen
07/13/2001 (6:01 pm)
Having played with the inbuilt editor all afternoon, I'm no mapper but it is pretty easy to use once you get round the quirks. Making realistic landscapes is insanely easy and the drag and drop interface is great. There are a few bits of weirdness with it, but it works fine and I'm sure people will have few problems with it.Owen
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