SneaksieDave on 10/4/2007 at 18:08
Sure, some of us have even made full missions in T3Ed... only to lose the first version (about 80% done, 2 zones - the furthest I've taken mapping in years) to a hard drive crash. Restarted, got about halfway through, then lost interest. I didn't have the heart to go forward with something that started out great, then eased into mediocre, twice.
That was neither TDM nor TDS' fault. I quite like T3Ed. Hell I even liked TDS (standalone). When I went to TDM there was almost nothing going on here. Aside from the few known projects, it was more busy than today though. The less going on, the more will leave, and thus the less will happen, and so on...
A shame really. I had fun with my mission. I've toyed around with the idea of redoing it for TDM, but that's now on a list of wish-I-could-but-probably-won't-finish missions.
I really hope someday those 'against' (in some way at least) TDM will see it for what it's intended to be: all of ours.
Gestalt on 11/4/2007 at 04:29
I had two missions in the works, but I've been too busy with university to do anything with them this year. I dropped one because it'd be near-impossible to zone the outdoor areas the way I had it set up, and I ran out of steam somewhat with the other. I still might do something with the latter one, though. I opened up T3ed for the first time in quite a while a few weeks ago, and I've been thinking about getting back into it if I have the time this summer. It'd be a shame to learn how to use the editor and then never actually release anything.
scumble on 11/4/2007 at 07:44
It can be a bit frustrating to realise how much time you need to invest to get anywhere with a modern game engine. I still hope that more intelligent tools will start to reduce the effort required in future games, probably by making it easier to generate objects in the editor without having to get into a 3D modelling program.
Judith on 11/4/2007 at 08:13
I actually thought Doom 3 engine has such capabilities... (my knowledge in this field is scant) I really would like to see Unreal Engine 3 Editor and it's sub-programs, but I guess we'll have to wait until UT 2007 is out.
Aristed on 11/4/2007 at 12:10
I used komag’s tut to make a mission in T3ED (first time a touched a game engine) and got nearly all the way through. Suffered many a crash and series of annoying problems only to find that what I packed wouldn’t run properly. Still haven’t got a clue what’s wrong with it, just seems to ruin the install of GL and T3 when I try to run it. As I don’t have any knowledge of other engines/editors I really can’t rate it, but I found most of the design very intuitive and satisfying. Even the scripts were fairly strait forward.
Ziemanskye on 11/4/2007 at 12:39
It's not bad, but a stable intendedly public editor is better.
Check out a full version of UnrealEd3 (for UE2, strangely enough) and you'll see it. The Source tools are bit ick, but that's just personal design issues, and I'm sure the Doom3 stuff is similar: it's not that T3Ed is bad, so much as it was never intended for release or for use for anything but building the TDS (and maybe IW) we got.
New Horizon on 11/4/2007 at 18:36
I'm guessing that the tools we have for T3 Editing are a bit more stable than the poor Devs had to work with.
OrbWeaver on 12/4/2007 at 11:52
Quote Posted by scumble
I still hope that more intelligent tools will start to reduce the effort required in future games, probably by making it easier to generate objects in the editor without having to get into a 3D modelling program.
The only way that editors can make it easy to produce objects without using a 3D modelling program is by replicating the 3D program's features in the editor. This is largely a waste of time, because modellers will want to use their chosen application and tools they are familiar with, rather than attempting to use a less well-designed partial equivalent in the game editor.
As the standard of game graphics increases, there is more of a requirement to have the precise level of control a 3D modelling application gives you, rather than the simple geometry produced by an editor.
bobarctor on 12/4/2007 at 12:50
Well I can't model for the life of me, but I'm happy making basic geometry and patches levels in TDM. They might look a bit TII or TG ish... but is that a bad thing :P!
With buildings and stuff you can do a fair bit with brushwork and patches.
New Horizon on 12/4/2007 at 16:16
Quote Posted by bobarctor
Well I can't model for the life of me, but I'm happy making basic geometry and patches levels in TDM. They might look a bit TII or TG ish... but is that a bad thing :P!
With buildings and stuff you can do a fair bit with brushwork and patches.
I think the patches and brushwork can look absolutely stunning when used in conjunction with a good set of textures. :) That's why I asked mikebart from doom 3 world to model some static meshes that could be used as building blocks...but the textures can also be used separately...and they have a great amount of detail, thanks to bump mapping.