Posted by Elitexboxer on Wed Mar 17th at 11:23pm 2004
Posted by Crono on Wed Mar 17th at 11:30pm 2004
That would leave:
Quake III, Call of Duty, Halo (when the editor is out), All half-life mods, Quake I and II if you really wanted to map, Max Payne one and two, however that's single player only, obviously. Alien Vs. Preditor one and two, Morrowind (if you call that mapping). Basically any game can be mapped/modded.
Stuff that's coming out: Far Cry, Painkiller, HL2, so on and so forth, can all be mapped and modded.
I personally want to do MOH mapping, scripts don't bother me
Posted by Kage_Prototype on Wed Mar 17th at 11:52pm 2004
Kage_Prototype
member
1248 posts
165 snarkmarks
Registered: Dec 10th 2003
Location: Manchester UK

Occupation: Student
Posted by omegaslayer on Thu Mar 18th at 12:14am 2004
Like crono said: HL2, most likely when you get sick of op4 HL then HL2 will be out (prays). But if your into modeling, and using a powerful engine there is always UT. But be warned, mapping for UT is very different from HL, because you delete space, and add "props" or models in this case. (excuse me if im using F***ing with UT's basics, Ive only seen the editor)
Quake III is good also, because the editor uses some of the same basic principals as hammer (csg bsp vis rad), only its better, because it is very hard to get a invalid brush (because the editor cuts it up for you into many brushes)
And as for Halo, there is an editor out, but I think white legion got a hacked version. But you'll probably need a high end computer to play test the map (as you need to even play the game
).
note: please excuse my lack of "know how" on the other editors.
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Posted by Campaignjunkie on Thu Mar 18th at 12:36am 2004
| ? posted by Kage_Prototype |
| Anything, anything but Max Payne. Those editing tools will give you nightmares, make baby Jesus cry, and cause your kids to go bald. |
WEAKLING! ![]()
Half-Life seems like a safe bet for most beginners though. UT2k4 supposedly comes with a training DVD (only in selected locations!) to train you in all the tools as well, so I guess that's a good choice as well.
[addsig]Campaignjunkie
member
1309 posts
291 snarkmarks
Registered: Feb 12th 2002
Location: West Coast, USA
Occupation: Student
Posted by Vash on Thu Mar 18th at 12:39am 2004
Ahem, let me correct some things in OmegaSlayers post:
How is CSG, Rad, BSP, and VIS got anything to do with the setup and controls of an editor? Nothing, thats what. Sure, they are there, but that doesnt mean they are exactly like Half-Lifes.
There already is a Halo editor out, its called: 3DS Max (Or Maya). Basically, you can model Halo levels already, too bad you will have to wait for an actual editor to add entites to the map. And no, your friend doesnt have a "h4xed" editor...There are some editors, but I wouldnt call them editors, since you can only add a few items, remove things and such nature. An editor lets you CREATE brushwork and architecture, while a "point and click" program lets you make 50 unwanted warthogs strewed across BloodGulch.
Unreal Tournament is a powerful editor, yes. But unless you actually like the game, I wouldnt bother. Whats the point in doing something you hate? Thats like going home and studying math...*In my case*. If you actually like Unreal's gameplay, you'll be happy to know its backed up by a quite powerful engine..So long as you have patient to learn how to Learn the Editor, Learn how to make Models, and most likly learn how to make textures, you'll be in the Unreal Mapping biz (Yes I know you dont NEED to learn to make models, but whats the point in not? Unless you have a modelling slave, your map will consist of NOTHING but generic static mesh's, which will haunt you down the road in UT mapping).
Also, if you dont want to learn an engine with scripting involved, your a f**king idiot. I mean, Half-Life relies heavly on scripted sequences, and so does Opposing Force. Scripting is a very powerful tool, IF you use it right. Dont try to run from scripting, it'll catch up with you later on in mapping...(Like me and that damn Vertex Manipulation!!)
[addsig]
Posted by Crono on Thu Mar 18th at 1:03am 2004
Posted by KungFuSquirrel on Thu Mar 18th at 1:12am 2004
| ? quote: |
| Unless you have a modelling slave, your map will consist of NOTHING but generic static mesh's, which will haunt you down the road in UT mapping). |
Actually, even just using the stock stuff creatively will have you quite prepared for similar work flows on other current and future engines that work with a similar principle and can make you a decent commodity for varioust eams out there, which will help (not haunt) you down the road.
Of course, modeling expertise will just help further, but simply being familiar with Unreal tech can be a very very good thing. [addsig]
KungFuSquirrel
member
751 posts
345 snarkmarks
Registered: Aug 22nd 2001
Location: Austin TX

Occupation: Game Design, LightBox Interactive
Posted by Jinx on Thu Mar 18th at 2:09am 2004
also, the switch from brush detail to model detail isn't just an Unreal thing. does the phrase "decorative prop" sound familiar?! it will be an important part of many if not all next-gen game engines it seems.
my friend Gen has been looking through the textures, smeshes, etc. for UT2k4 and is pretty giddy with what he's seeing. with 100+ maps worth of junk to use, it's not quite so limiting anymore lol
now excuse me while I go back to running people over with the jeep ![]()
Posted by Vash on Thu Mar 18th at 2:23am 2004
Posted by omegaslayer on Thu Mar 18th at 4:16am 2004
Vash-
What I meant about csg, bsp, etc. is that quake 3 is calculated sorta the same way as HL, it has nothing to do with the editor, but that you place brushes around the world, unlike UT where you delete space, and add "props". Just to give boxer what is out there.
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Posted by KungFuSquirrel on Thu Mar 18th at 5:05am 2004
KungFuSquirrel
member
751 posts
345 snarkmarks
Registered: Aug 22nd 2001
Location: Austin TX

Occupation: Game Design, LightBox Interactive
Posted by SuperCrazy on Thu Mar 18th at 6:44am 2004
| ? posted by Vash |
|
Unreal Tournament is a powerful editor, yes. But unless you actually like the game, I wouldnt bother. Whats the point in doing something you hate? Thats like going home and studying math...*In my case*. If you actually like Unreal's gameplay, you'll be happy to know its backed up by a quite powerful engine..So long as you have patient to learn how to Learn the Editor, Learn how to make Models, and most likly learn how to make textures, you'll be in the Unreal Mapping biz (Yes I know you dont NEED to learn to make models, but whats the point in not? Unless you have a modelling slave, your map will consist of NOTHING but generic static mesh's, which will haunt you down the road in UT mapping). |
If you have even an ounce of creativity in you, you'll be able to get by fine with the stock meshes.
Posted by KoRnFlakes on Thu Mar 18th at 8:30am 2004
KoRnFlakes
member
1125 posts
273 snarkmarks
Registered: Jul 3rd 2002
Location: Norfolk

Occupation: Yus!
Posted by Crono on Thu Mar 18th at 8:39am 2004
Posted by Myrk- on Thu Mar 18th at 1:07pm 2004
Myrk-
member
2299 posts
385 snarkmarks
Registered: Feb 12th 2002
Location: Plymouth, UK

Occupation: CAD & Graphics Technician
Posted by Elitexboxer on Sun Mar 21st at 7:01pm 2004
| ? posted by Myrk- |
| WorldCraft/Hammer is just so god damn nice though! I don't wanna go to another editor |
I tried editing foldier of fortune II but I found th sdk too complicated is it just me or is it just unmodable
(Scripts are not allowed!)Snarkpit v6.1.0 created this page in 0.0092 seconds.

