Beleg Cúthalion on 9/6/2009 at 07:17
You're right, I even started do show random pages just to find the ones that I need because all links in between were broken. Luckily it's only Fleshworks for now, Komag's stuff and a lot of tools are available at other places.
Namdrol on 10/6/2009 at 07:05
Would it be useful if I made a list of broken links?
Beleg Cúthalion on 10/6/2009 at 07:36
If you have anything to add to Tiens's list, yes, I guess you can.
I always wanted to add some basic things to the wiki myself but never got around to do it. :p
Judith on 31/8/2009 at 13:39
I found that if you use this address: (
http://206.135.105.20/wiki/Main_Page) you'll be able to browse through all the tutorial pages and categories. The search function won't work though.
bikerdude on 8/1/2010 at 05:11
As I'm nearly finished with my TDM mission i thought I would have a stab at T3Ed... I guess the standard question is how hard is it to use, and has anyone used DarkRadiant to compare..?
Judith on 8/1/2010 at 10:32
If you ever used editor for Unreal tournament 2003-2004, the ease of use is comparable. I also used Radiant but I never got used to it's layout and navigation methods. I think they're much more simple in UE 2.0/2.x engines and higher. The main difference betewwn UE and Radiant is that you have to deal with subtractive CSG here. So the world is one big tank of "matter" and you have to carve out your areas and then fill them with objects.
The main problem is the custom content. If you want to create something decent, you'd have to re-texture some of the stock meshes at least, in most cases you'll have to create almost everything on your own. In order to do so, you'll need 3ds max 5.1 with SP2 update, which is used both as the static mesh editor and texture material creator (Ion Shader plugin). It's weird but that's how it works.
So, the level design isn't hard itself but adding objectives, changing difficulty settings and generally setting up your map for release is a chore, at least it always was for me. Also scripting requires a lot of patience and experiments.
Thus I always liked the visual side of level design in T3ed (textures, meshes, emitters) and the fact that, despite it's flaws, Flesh has something beautiful in it when rendering nicely done and carefully lit environments.
Beleg Cúthalion on 8/1/2010 at 12:17
...and just as a side-node: In any first mission you don't really have to care about extra custom content; T3Ed already allows quite a couple of things to alter the things you find in it to make them look different (re-skin objects etc.).
Judith on 13/1/2010 at 22:58
I wrote David a PM about possible releasing an offline copy of Fleshworks, but right after sending the message I recalled that I can do it myself (back in the day there was a smart thingy called Teleport Pro, in fact still is ;) ).
So here's the (
http://www.filefront.com/15350019/Fleshworks_backup.zip) Fleshworks offline version. Obviously, the search function and categories won't work, so you'll have to look up the page titles manually, but at least you now have access to all tutorials :)
Tiens on 15/1/2010 at 05:42
Oh, a BIG, BIGGER and the BIGGEST THANKS to you,
Judith! It the second Christmas for me :)