Game Development Community

TSE GTKRadiant Pipeline

by Prairie Games · in Torque Game Engine Advanced · 05/29/2006 (4:12 am) · 32 replies

I am hard at work on a GTKRadiant -> TSE pipeline.

A few implementation notes:

1. Entirely new, blazing fast, interior renderer
2. Exports are single meshes with PVS information compressed to batch friendly areas.
3. LOD support (much like map2dif's system with replacement models are certain pixel ranges)
4. Something pretty exciting that I am not quite ready to talk about...

GTKRadiant + q3map2 notes:

1. ROBUST brush processing with minimal face generation (metasurfaces)
2. **Excellent** lighting model with radiosity
3. Bezier curve support
4. ASE and MD3 models can be baked in and will generate/recieve lighting information.
5. PVS generation and artist controlled area portals
6. Extensive surface parameters, artist definable collision brushes, etc
7. Accurate pathfinding generation via BSPC

Here are some screenshots, please excuse the Quake3 assets I am using for testing :)

Check out what a little HDR and focal length modulation does for the atmosphere. I have the HDR up a tad high for my tastes, but I wanted to make sure it was evident. The effect is also a bit nicer in motion, static screenshots don't really show it.

Enjoy!
www.prairiegames.com/q33.jpgwww.prairiegames.com/q32.jpgwww.prairiegames.com/q31.jpg
-Josh Ritter
http://www.prairiegames.com
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#21
06/04/2006 (4:14 pm)
It is great to hear you are making a fast and steady pace, I am eager to hear more on your progress.

Diversifying the pipeline is understandably a huge undertaking for anyone but the N2 toolchain seems very freeform and streamlined, seamingly integrated in Maya via the toolkit.
I understand your concerns when it comes to producing technology rather than games, my fingers are crossed however that you find means to release a complete solution.

Very pleased to hear that you will release the nbsptool, hopefully sooner than later :)
#22
06/22/2006 (1:39 pm)
If you need any help with this let me know. I have been using Radiant for the last five years on various Q2 and Q3 games and now have most of my staff using the GPL version on a TSE game. It is truly a wonderful application to work with. Needless to say I have a rather large stockpile of radiant maps that we can test this with and can whip some more up if needed. I cant wait to see some decent lighting and full patch support in TSE :)
#23
08/10/2006 (10:49 am)
Josh: Any news or screenshots ???
#24
08/20/2006 (3:01 pm)
* BUMP * anything ?
#25
11/08/2006 (6:40 am)
Any new news?
#26
11/17/2006 (7:38 pm)
Wow, the difference 8 months can make... It's odd to read over these posts. This feels like a lifetime ago :)

I really hope that constructor has a way to setup external processing tools. If so, I'll likely find some time to work on this once Constructor has been released...
#27
12/24/2006 (4:28 am)
Wow, that first post is amazing!

So I guess we're all just going to wait for constructor then... even though it's not Radiant... probably have to get the mouse right on the edge of the brush to resize it too... when it comes to csg map editors there's a lot of options unless you're on a time constraint to which there's only one option. Radiant! It's what all the real level designers use. I hate Hmmer. UnrealED is more like a puzzle with surprises.

So is this whole GTKRadiant venture dead then?
#28
12/24/2006 (5:06 pm)
Quote:It's what all the real level designers use.

Implying that Indie's aren't "real" level designers? hmmmmmm...

#29
12/24/2006 (5:37 pm)
Not at all, just saying it's what separates the men from the boys. See I think if you can use Radiant, you can use anything!

I want it to be known that I view Indie game developers no different than big studios after all our goals are all the same, the only difference is they have more money and take less risks. I love the indie game community it's like family.
#30
12/25/2006 (9:02 am)
The ability to use a program does not separate big boys and small children. Ability and skill as a level designer does. Radiant is pretty nice but less intuitive to me than Hammer or UnrealEd. I know people who are exactly the opposite. But the tool does not make the man. If it did, then the kids who pirate Max 9 would be gods of mod'dom. And for the most part they can't put two polies together and people with Blender and Milkshape run circles around them. Now, the right tools in the right hands. That's more of a key than the tool itself.
#31
12/25/2006 (9:15 am)
Heh it was a poor atempt at humor.
#32
12/26/2006 (3:35 am)
No need to turn this into a flamewar, right? :)

I was excited to hear about this solution aswell, mostly since I've come to love Radiant.

Hopefully Josh, you'll find the time to release the addon that you've discussed earlier. For me, working with radiant and it's featureset would be a timesaver due to my previous experience with the tools and workflow of this application.
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