Doom3 Level Editor
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Re: Doom3 Level Editor
Posted by Atrocity on Thu Aug 12th at 3:05am 2004


yeah pretty much, i think a few changes i may be wrong, i need to learn how to texture things cause when i try too, the screen gets all glitchy n stuff. [addsig]



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Re: Doom3 Level Editor
Posted by Biological Component on Thu Aug 12th at 3:40am 2004


things i do like:
1. capable of building Doom3 maps

things i don't like:
1. unable to build Half-Life maps


OMG D3 EDITOR SUXXX0rz CUz IT ISNT MADE ANY GOOD H4lf-L1f3 MAPzz 4 ME!!!11

Seriously though, why would you want to keep using VHE for all eternity??? New games need new tools. I personally am looking forward to using the Doom 3 editor. [addsig]




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Re: Doom3 Level Editor
Posted by fishy on Thu Aug 12th at 4:21am 2004


i like hammer for it's simplicity. no doubt the new editors can produce far superior results, but from what i've seen, they also require scripts to be written. which leaves me with hammer. :/



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Re: Doom3 Level Editor
Posted by Crackerjack on Thu Aug 12th at 4:32am 2004


Well everyone has been asking "Anyone doing any DERadiant editing?".. And the answer to that is yes I have. I have been working with the editor quite extensivly over the last few days. Personally, I wish I could never go back to VHE. But atm I have certain obligations with HL: Nightwatch. The editor is really far superior, but as KFS mentioned the texture application system will not compare to VHE, it takes time to learn how to use it properly. And it takes time to find the proper textures which are scattered between various styles and themes (EX. Outdoors, alphalabs, base_lights, base_walls.. etc.) But I seriously have more fun using that than I do Hammer.

A great advantage that some of you might really like is that you can view ur map in real-time before compiling. And compiling takes a matter of seconds (then again I have only compiled a couple rooms and hallways).

All in all, the editor takes a matter of 3 hours of straight mapping to get used to you it from switching over from VHE. If a Doom 3 section is created I will write up alot of tutorials explaining how to use the DERadiant. The next few pics are extremely early and its the first thing appreciated thing I have created in DERadiant (was created on my first day of learning).. more will follow soon with its own thread.

[addsig]




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Re: Doom3 Level Editor
Posted by Yak_Fighter on Thu Aug 12th at 4:50am 2004


I'll be getting D3 in about a week, and my question is this: is there any reason to bother making multiplayer maps for D3? I'm not talking about mods or what have you, just straight up DM maps. I have no interest making SP maps, especially with HL2 (hopefully) around the corner, but I'd be interested in messing around with DM maps... but I know that I'm not going to find mapping for D3 fun if I'm stuck making small 4 player levels or levels that can't have somewhat big open areas. Or can you make sprawling 16 player levels that can handle 'bootcamp' size open areas?

PS: It looks like your floor texture is misaligned. Might want to move it over about 4 units...





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Re: Doom3 Level Editor
Posted by Crackerjack on Thu Aug 12th at 5:03am 2004


No you can make sprawling areas like that. If you have noticed most of the outside areas in the doom 3 game are a bit bigger than 'bootcamp'.

[addsig]



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Re: Doom3 Level Editor
Posted by KingNic on Thu Aug 12th at 6:12am 2004


? quote:
? posted by Yak_Fighter

[edit]That editor doesn't look too much different from WC... what's so special about it to convert you KFS?

maybe it's just that it looks so good on a 3200x1200 screen.

[edit]but that would only be a guess[/jealousy]



It's a dual screen... Level designers have a tendancy to have them yknow I would have them but I've got a 19" monitor, and my keyboard and mouse are next to it, rather than in front since my desk aint deep enough, so I don't have enough room for another monitor. Once I get a job of some description though, I'll be getting dual 17" TFTs. That's gonna be brill...

I would use Radiant over hammer any day to be honest, it's so much faster for brush creation. I also prefer the layout of the windows, gives you more space to workn with on-screen. Maya's good for that as well, complete modelling package, and I generally only work in the 3D view Only switch over to the 4 views when I want to clip something (and that's just my pressing spacebar btw). I stopped using Radiant because it's not well suited for HL editing, there was some complicated procedure I had to go through involving importing/exporting with Radiant and VHE to get a compilable map file.

Is that your home or work setup KFS?
[addsig]




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Re: Doom3 Level Editor
Posted by Campaignjunkie on Thu Aug 12th at 6:24am 2004


Well, I guess the dirty, filthy, unwashed masses like me will stay swimming in the ignorance that is VHE, then.
[addsig]




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Re: Doom3 Level Editor
Posted by KingNic on Thu Aug 12th at 6:33am 2004


It's a matter of personal preference CJ, try it.
[addsig]




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Re: Doom3 Level Editor
Posted by KungFuSquirrel on Thu Aug 12th at 12:26pm 2004


? quote:
Is that your home or work setup KFS?


Home, though work is similar and is on dual 21" monitors instead of 20". If that were work, though, I'd have already been slain by the id/Activision ninjas... [addsig]




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Re: Doom3 Level Editor
Posted by G.Ballblue on Thu Aug 12th at 10:54pm 2004


I'd love to try the D3 ed. Anyone know how to bring the console up? hoo ha... [addsig]



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Re: Doom3 Level Editor
Posted by KingNic on Thu Aug 12th at 10:57pm 2004


Hmmm.... I'd probably just live at work if I was you. Damn good setups these level designer guys get . I need a dual TFTs
[addsig]




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Re: Doom3 Level Editor
Posted by KungFuSquirrel on Thu Aug 12th at 11:09pm 2004


We also get low-spec machines, though. Gotta make sure the game runs appropriately on low settings. [addsig]



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Re: Doom3 Level Editor
Posted by fizscy46 on Thu Aug 12th at 11:28pm 2004


I have a 26" screen that I run at 1280x960 res [addsig]



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Re: Doom3 Level Editor
Posted by KungFuSquirrel on Thu Aug 12th at 11:29pm 2004


That pains me. You need at least 1600x1200 with that much screen space. That's got to look like 640x480 at that size! [addsig]



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Re: Doom3 Level Editor
Posted by Nugg3t on Thu Aug 12th at 11:49pm 2004


? posted by G.Ballblue
I'd love to try the D3 ed. Anyone know how to bring the console up? hoo ha...

ctrl+alt+`

That's all.





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Re: Doom3 Level Editor
Posted by fizscy46 on Fri Aug 13th at 12:00am 2004


Its more like 800x600. I need it that way cause this is actually my grandmas compy. Can't have microscopic writing on it. [addsig]



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Re: Doom3 Level Editor
Posted by Atrocity on Fri Aug 13th at 2:07am 2004


I started my map It looks like halflife rocks lol not Doom 3 rocks. Im getting ahold of the editor now so its all cool. I thought it would take me for ever to figure out how to use it. I dont have the best looking rocks and I dont know how to use the really cool lighting yet, but im working on it. lol if there are any tutorials out there for making Doom 3 l;evels hook me up.

[addsig]




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Re: Doom3 Level Editor
Posted by Crackerjack on Fri Aug 13th at 2:50am 2004


? posted by Atrocity

lol if there are any tutorials out there for making Doom 3 l;evels hook me up.

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017

These are the tutorials I read. Helped alot, but since im trying to get into more complicated stuff.. I ask more experienced users. http://www.doom3world.org is great for doom editing.

[addsig]




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Re: Doom3 Level Editor
Posted by Hornpipe2 on Fri Aug 13th at 4:16am 2004


Totally looking forward to getting back to the apartment and cracking open UnrealEd again.




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