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OuTbReAk525
Posted: Aug 8 2005, 10:57 PM


found a Pistol


Group: Members
Posts: 48
Member No.: 17
Joined: 3-August 05



Mmmkay I've been working with editors since April, or March of this year. I started with the Doom editor (Dooms 1, and 2) and then recently worked up to the Source Engine Hammer Editor by Valve. And Now I'm experienced with both engines. I have created a whole single player game for the Source engine and same with the Doom engine. Both are betas and practices therefore I will not release them.

So how quick do you think I will devolop to the Doom editor? Because it's a tad harder and more complex than both other editors. Some stuff you need to do is completely useless and it should do it for you. :o


So can anyone (typically Ice Weasel) find me or make me movies on doing this? Any help is appreciated.
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Ice Weasel
Posted: Aug 8 2005, 11:15 PM


Forum DOOMGuy


Group: Admin
Posts: 263
Member No.: 1
Joined: 15-June 05



As for how long it will take you to warm to the DOOM³ editor, that depends on entirely what you want to do/create. Are you looking for DOOM³ style environments, or simple levels with not much detail?

What exactly would you like to know? I'll do my best to help. If you're looking to get started in the editor, there's my Making your first room tutorial to get you started with first.

QUOTE
Some stuff you need to do is completely useless and it should do it for you.


I don't get you, what do you mean by that?
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OuTbReAk525
Posted: Aug 8 2005, 11:43 PM


found a Pistol


Group: Members
Posts: 48
Member No.: 17
Joined: 3-August 05



I could make a room...


And like when you hollow a room out it overlaps and in order for no errors you need to fix it by moving the walls out a tad. It should do that for you.

Simple levels, ID software levels..... I mix between the two sounds good ;)
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Ice Weasel
Posted: Aug 9 2005, 11:57 AM


Forum DOOMGuy


Group: Admin
Posts: 263
Member No.: 1
Joined: 15-June 05



I don't make rooms using the hollow tool. When I'm making one I tend to do the floor plan first, then the walls to fit, followed by the ceiling.
Basically the trick to making a good map is variation. If you have the same stuff all the way through a map then it gets boring for the player to look at, and fast becomes monotonus. And a good command of patch meshes is recommended ;)
Stick with the DOOM Editor, it's probably the best out there. Yeah, it may be a little more complicated but it's worth mastering it for what you can create :D
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Lab Rat
Posted: Aug 9 2005, 05:23 PM


got the Shotgun!


Group: Admin
Posts: 97
Member No.: 2
Joined: 15-June 05



About the overlapping corners, for a simple box map, it doesnt really matter, as when the map is compiled, the overlapped edges are removed by the engine, as are surfaces that cannot be seen.

However, overlapping corners that the player will be able to see, will result in texture flashing, or Z fighting, as its known. Leaving external corners overlapped is ok, but its bad practice, internal corners is a big no no.
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OuTbReAk525
Posted: Aug 9 2005, 08:10 PM


found a Pistol


Group: Members
Posts: 48
Member No.: 17
Joined: 3-August 05



QUOTE (Lab Rat @ Aug 9 2005, 05:23 PM)
About the overlapping corners, for a simple box map, it doesnt really matter, as when the map is compiled, the overlapped edges are removed by the engine, as are surfaces that cannot be seen.

However, overlapping corners that the player will be able to see, will result in texture flashing, or Z fighting, as its known. Leaving external corners overlapped is ok, but its bad practice, internal corners is a big no no.

I figured that out in the Source Engine Hammer Editor already :P
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