Re: (moved unrealed thread)
Posted by Leperous on
Mon Jan 19th 2004 at 6:58pm
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Okay, the post-searching thingummy has been disabled for this forum, so just post away until some tutorials turn up :smile:
Re: (moved unrealed thread)
Posted by Cassius on
Mon Jan 19th 2004 at 7:43pm
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UT2k3 editing is the art of finding a static mesh bitch, then throwing his work together in a vaguely coherent pattern. No better than prefabs.
Re: (moved unrealed thread)
Posted by matt on
Mon Jan 19th 2004 at 7:43pm
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Hang on I though this was a Half life editing site?
Re: (moved unrealed thread)
Posted by Edge Damodred on
Mon Jan 19th 2004 at 7:46pm
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You're mistaken, UnrealEd is simply trying to bridge the gap between editor and modeling program. Soon, in-house editors will be completely gone and dev houses will use Maya or Max Plugins or some equivalent to develop maps and release to the game community.
While I do like Radiant's Curve system, many games are going the way Unreal already has, and other games have gone there before Unreal(Dungeon Siege to name one).
We've gone from hand coding levels (which is a pain), to small editors, to more complex editors, and now we're heading towards using modeling programs for it. And there's s**t you can do with that that only in-house editors could really even dream of.
Re: (moved unrealed thread)
Posted by Yak_Fighter on
Mon Jan 19th 2004 at 7:48pm
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This is unacceptable, I will have no more s**tting on prefabs. It's not their fault newbie mappers gave them a bad name :razz:
Re: (moved unrealed thread)
Posted by Dr Brasso on
Mon Jan 19th 2004 at 7:51pm
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ive had a hard time staying interested in UnreadEd, simply because of my background, as it totally defies logic of positive structure....ya dont build a house by carving it out of a tree, literally....its a cumbersome program, imho....and not real intuitive..../my 2 cents
Doc B... :dodgy:
Re: (moved unrealed thread)
Posted by Jinx on
Mon Jan 19th 2004 at 8:11pm
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no clue, it disappeared. but whatever works, I can still show some of my UT2k3 work in the General forums if people don't mind.
I agree, it's difficult doing brush-based detail in UnrealEd, although tbh I'm still learning so I may be missing a lot. The advantage with models, as I understand it, is that they are simply more efficient to use performance-wise than brushwork. And you can do certain kinds of detail with them that you can't with brushwork. I think the 'art' with UnrealEd is probably being able to marry the two smoothly- and that would probably take knowing modeling, and a good bit of planning as well.
Re: (moved unrealed thread)
Posted by matt on
Mon Jan 19th 2004 at 8:33pm
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now i don't know what to think.
Re: (moved unrealed thread)
Posted by Campaignjunkie on
Mon Jan 19th 2004 at 9:25pm
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I'm afraid we have different concepts of beauty, Kage. :razz:
It's okay to use static meshes for things like wires or cars, things that are too small to build with brushes properly. But there are static meshes for giant pieces of architecture... That just doesn't feel right to me.
Re: (moved unrealed thread)
Posted by Dr Brasso on
Mon Jan 19th 2004 at 9:30pm
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the problem with static meshes, imho, is the fact that they are limited in thier ability to smooth correctly...i use meshes in autocad all the time, but you can smooth a curve to the umpteen thousandth of an inch....or centimeter, as the case may be, in multiple planes at once........kinda reminds me of the 1 to 1 ratio limitaion on Hammer... :biggrin:
Doc B... :dodgy:
Re: (moved unrealed thread)
Posted by Edge Damodred on
Mon Jan 19th 2004 at 10:56pm
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2004-01-19 10:56pm
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The problem with BSP geometry is that it does not generate the correct normals for lighting. Lighting is vertex-based. BSP geometry can only do flat-shading, meaning no matter how many polys you add to it, the surface still looks facetted unless you're really far away.
If you're familiar with Radiant's curve system, you'll notice that lighting on a curve created cylinder is different than one created by a BSP brush, even though the triangle count is the same. This is because it generates the correct normals, using smooth or Gouraud shading by using the vertex normals instead of the face normals, which are standardly applied to each vertex per face. This causes the light to have a smoother transition between each face.
Now, how does this relate to static meshes? Simple. The reason such huge architecture, especially something that has smooth surfaces, uses static mesh, is because they can use either face or surface normals for light computations, depending on how it's needed. For a lot of civilization, industrial stuff, flat-shading is fine. But when you need natural stuff(caves), organic looking things, smooth shading will allow it to be lit correctly.
Re: (moved unrealed thread)
Posted by KungFuSquirrel on
Tue Jan 20th 2004 at 12:32am
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2004-01-20 12:32am
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Kinda jumping back to the topic of the thread itself, would it really be wrong to include things like Quake 3, Unreal Tournament 2003, and such in the map category listings? Even if there's not a distinct editing forum for these games, there are people here who use them or are using them, and having those categories there may encourage others to post their maps here, thereby later creating more demand for the expanded forum sets.
CJ: Just remember, there's a difference between using only stock static meshes (which really isn't as limiting as a lot of people thing) and making your own for your own level - those large pieces are built in place of bsp geometry specifically for one place in one map. You can build an entire map from static meshes if you want, and it's pretty easy to do so. The contract job I'll be working on soon will do a similar method with a licensed copy of the Serious Engine - using BSP geometry for invisible collision and geometry constructed in Maya for the actual visible geometry.
The awesome thing about Unreal's version is the antiportal system. Model all the detail you want, and slap antiportals down within the models themselves... imagine making a VISblocking model for HL. :wink:
Re: (moved unrealed thread)
Posted by Dr Brasso on
Tue Jan 20th 2004 at 12:35am
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2004-01-20 12:35am
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that would be quite the boon....any skuttlebutt on such an animal in the HL2 engine?
Doc B... :dodgy:
Re: (moved unrealed thread)
Posted by KungFuSquirrel on
Tue Jan 20th 2004 at 1:08pm
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Just start with the standard gameplay - DM, CTF, etc. and then people can request others as necessary. :smile: