Door on 15/7/2005 at 05:25
I've spent about 5 years with hammer, so I'm pretty good and proficiant with it, but after about a week of using T3ed I find its very easy and probably better than Hammer in the area of architecture. You have much more control and you do not have to spend as much time creating complexe shapes as you would with Hammer. However T3ed fails in other areas too, but overall their equally good. :)
Ziemanskye on 15/7/2005 at 10:33
Well Grubber, the quick answer would be that if you split the outside brush into two, then you can just grab the lower brush and move the 'wall' side in a bit, so it sticks out in comparison to the 'sky' wall.
A lot of people rage against the vertex editing, but I don't personally understand why, sure I didn't have to do it in hammer as much, but then I had to build 6 times as much stuff to make most rooms, so I was losing more time on that instead. However, different people have different preferences - like I don't much like Maya (though I abhor XSI/Softimage, where as Maya has some things I do quite like, there's just things that really bug me about it).
'Course the thing really is that brushes as a whole are kind of depreciated in favour of static meshes and terrain maps in the UnrealEngine now, so the brush stuff isn't likely to get much of an overhaul, it is just the basic blocks of the world rather than the whole of the level now.
And why subtractive? Well, it's probably largely a subjective thing, but the problem I remember with additive geometry was with things like Krypt's example - you would need to rebuild the facade of the building to have windows/doors through it, and then have to build the interiors, where with subrtactive you just say 'window here - subtract' and you have a hole in the wall, then 'room here - subtract' and you have all 4 walls of the room, in place, instantly, and if you duplicate and resize (so just stay in vertex mode, and move the whole thing that way) you have the room in the building in about 45 seconds, textures another minute if you know what you want - try experimenting with Alt+RMB to pick up and Alt+LMB to paint from other areas of the level, and whatever time for rebuilding inbetween.
Grubber on 15/7/2005 at 11:07
Ah thx man. Im have to learn to think differently with doing this stuff.
If u have experience with additive or subtractive u will build quick either way me thinks now.
Im now carving out my 'little city' :thumb: And only 1 t3ed crash yet.
What irritates me now is this: i configure my viewports the way i like them but next time i load the editor its all default again :(
Ziemanskye on 15/7/2005 at 11:37
Can't help you with that I'm afraid - I just got used to the defaut layout.
But building quicker in what you are used to... Very diplomatic, and probably the most accurate responce to the idea.
ProjectX on 15/7/2005 at 13:29
At least we won't have to worry about brush manipulation in UnrealEd 4.
See this (and drool):
(
http://www.unrealtechnology.com)
Fingernail on 15/7/2005 at 16:21
Of course, good level planning should basically equalize Additive vs Subtractive, as their apparent faults are really only when you need to do something other than you did at first, ie, you changed your mind. Best would be to have a rigid plan and stick to it unless forced into something else by engine constraints. Then you wouldn't experience any frustration in making a hollow building in an additive editor, or what have you.
Ziemanskye on 15/7/2005 at 17:07
:erm: :o :wot:
yeah...
I, urm, always plan these things first.
Renzatic on 15/7/2005 at 17:12
Haha! I don't!
Well I do...at first...but I almost always think of something I like better about halfway through.
Krypt on 15/7/2005 at 18:17
You can't ever plan everything advance. Who has ever built a decently sized map all in one go, tested it once and decided it was finished? :p Level design is an iterative process. You have to tweak layouts, add new stuff, delete stuff, etc. Subtractive geometry just makes it easier to change. Blaming it on poor planning on the level designer's part is not a valid justification for a hard-to-use tool.
Ulukai on 15/7/2005 at 18:49
Real men use subtractive geometry whenever possible :thumb:
Unfortunately, I'm working with additive stuff at the moment. It's not pretty. I feel like a fish with a bicycle.