Map editor - anything more modern than Hammer etc?
by Andrew Seyderhelm · in Artist Corner · 01/01/2007 (6:12 pm) · 10 replies
Some colleagues and I have all been in the games industry for some time (I have been in for 6 years), we are considering making a game on the side as a potential indie project. We are concerned with the quality of the
mapping/art quality as Torque seems to only support very old mapping technology ( like Quark and Hammer etc). Please can the Garage games crew provide some information regarding your own mapping program (which seems very delayed) or some solutions that are more close to current generation technology.
Cheers
mapping/art quality as Torque seems to only support very old mapping technology ( like Quark and Hammer etc). Please can the Garage games crew provide some information regarding your own mapping program (which seems very delayed) or some solutions that are more close to current generation technology.
Cheers
About the author
#2
01/01/2007 (8:02 pm)
*cough* Constructor *cough*
#4
...oh, you were just clearing your throat... nuts
01/02/2007 (4:07 am)
Did someone say Constructor!?...oh, you were just clearing your throat... nuts
#5
01/02/2007 (4:33 am)
3D Worldstudio www.leadwerks.com
#6
Old mapping technology? This has little to do with that and more to do with the exporter and Torque, FYI.
01/02/2007 (4:34 am)
Quote:
We are concerned with the quality of the
mapping/art quality as Torque seems to only support very old mapping technology ( like Quark and Hammer etc).
Old mapping technology? This has little to do with that and more to do with the exporter and Torque, FYI.
#7
01/02/2007 (6:24 am)
Just curious but why hasn't anyone written a map/level editor for TGE? Save your comments, I know about Constructor but it's my understanding that it will still use map2dif. What I'm asking about is an editor that natively generates DIFs...
#8
Granted it would be nice if we had a choice in whether or not to use bsp mapping or just run a poly-soup extravaganza and say to hell with performance!... but all in all its really not that bad once you learn the extra steps and get used them. My team has tried many different editors and pesoanlly we like 3d world studio the best but were really just kinda halfa$$ing it hoping that constructor comes out soon lol. I have heard good things about DeleD also (few of our team members dont like it but it looked promising to me.
01/02/2007 (6:26 am)
Stefan is right... even games like Half-Life 2 still use this same kind of bsp mapping technology... the problem that puts most people off from Torque IMHO is that most games (unreal, halflife etc) have editors that do most of the work for you.... ie. you model something import it as .x or .ase and the editor does the collision etc for you. and in Torque you must do all of that and then export it as the correct format (dif or dts). However there are corresponding export plugins for pretty much all major 3d programs both expensive and cheap. So the real issue is not as much of, "old mapping technology" as it is, "having to do a few extra steps of work that you are not used to doing" Granted it would be nice if we had a choice in whether or not to use bsp mapping or just run a poly-soup extravaganza and say to hell with performance!... but all in all its really not that bad once you learn the extra steps and get used them. My team has tried many different editors and pesoanlly we like 3d world studio the best but were really just kinda halfa$$ing it hoping that constructor comes out soon lol. I have heard good things about DeleD also (few of our team members dont like it but it looked promising to me.
#9
01/02/2007 (6:31 am)
Quote:Just curious but why hasn't anyone written a map/level editor for TGE? Save your comments, I know about Constructor but it's my understanding that it will still use map2dif. What I'm asking about is an editor that natively generates DIFs...Whats the difference in "natively exporting dif" or hitting export and in the background it runs map2dif? either way you hit 1 button and end up with the same dif file... but to take a stab at answering the question, I would imagine that it has something to do with 220 .map being a very standard in bsp mapping and theres no sense in reinventing the wheel... I would guess that it is just alot simpler to convert what is allready proven to work then to write it from scratch for the same results... granted this is just a guess at it but really... who cares if its "native" or converted in the background, your process is the same either way right? :)
#10
Until that is released, I'll continue to use QuArK (I know you mentioned it as 'old'). It has a fairly steep learning curve, but it's also quite powerful. And with the latest release, the openGL viewports have been fixed so all 2D and 3D windows run smoothly.
01/02/2007 (6:35 am)
Constructor will generate DIFs natively,and without the use of map2DIF. Until that is released, I'll continue to use QuArK (I know you mentioned it as 'old'). It has a fairly steep learning curve, but it's also quite powerful. And with the latest release, the openGL viewports have been fixed so all 2D and 3D windows run smoothly.
Torque Owner Jason Howard
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