Bardic on 3/11/2005 at 22:00
I'm just curious how many people are learning and using both editors and how you are finding them. Pros and Cons.
For one thing the lighting options on D3 are pretty impressive, make a light, click the color wheel and choose a color, click texture and make it foggy, or a spinning light, a strobe.
I don't know what to think of the additive brushing, adjusting every wall, ceiling and floor for every room seems like it would get old fast.
I haven't gotten much further than that. I'm still watching the video tutorials.
Komag on 3/11/2005 at 22:45
I've used both, but only a little with Doom 3. I would say the additive thing is not a problem, just a different mindset of how you approach building areas, but not necessarily more work in the end (maybe a little, but you get more control as well).
sparhawk on 4/11/2005 at 11:32
That's what I don't really understand. Why would one or the other give you more or less control or mean more or less work? In the end it comes all down to pulling vertices, but why should it matter?
OrbWeaver on 4/11/2005 at 12:15
Initially, Doom 3 seems like more work. This is arguably true if you want to create a simple room, with 6 brushes instead of 1.
However the very rapid click-and-drag style of brush manipulation makes up for this in my experience, and the total non-existence of BSP holes no matter how complex the geometry is a major plus.
I certainly haven't touched T3Ed since starting to use Doom 3.
Ziemanskye on 4/11/2005 at 12:43
Quote Posted by OrbWeaver
...the total non-existence of BSP holes no matter how complex the geometry is a major plus.
Now that sounds like a challenge. :P
OrbWeaver on 4/11/2005 at 14:07
Quote Posted by Ziemanskye
Now that sounds like a challenge. :P
Go for it. To the best of my knowledge there is simply no such thing in the Doom 3 world.
I believe this is because of the purely additive geometry, which means that brush order is irrelevant and you don't get the usual problems associated with CSG.
Ziemanskye on 4/11/2005 at 15:46
I don't know how/if Doom3 compiles, so...
Yeah I'll give it a go, but I'm going to finish my TDS map first (one project at a time, else none of it'll get finished). I just assumed Doom3 would go through a similar CSG-BSP-VIS-Light kind of sequence as HL/Source does, so I may be (pleasantly) supprised by not being able to break the world.
sparhawk on 4/11/2005 at 16:35
Well, you have to compile the map before you can use it, because this creates the BSP data and collision information, but that's it. This is also pretty fast, though with really big maps it can take longer. At least the maps that I compiled never took longer than 30 seconds on my system, and some of there where not THAT small either.
Bardic on 4/11/2005 at 18:00
When you build, you create a brush the size you want, and hollow it out with the tool button, then do you make sure to go through and push the 4 sides of the ceiling and floor in, and push both sides of every wall in 1 unit? that's the part that seems like it would take longer for a big mission.
I Do like the really easy way you can drag from any of the 6 sides and change the size. I think I just need to find out how to use the "V" to edit verts for rooms that I have already hollowed out. Right now I have to move the ceiling up, and select the 4 walls and stretch them up to meet it.
Ziemanskye on 4/11/2005 at 18:03
Quote Posted by Bardic
When you build, you create a brush the size you want, and hollow it out with the tool button
Now to me, that's subtractive geometry pretending to be additive...
Oh well, I'll find out how it all works later. Even if it's evil I like playing with new tools (mostly - can't stand XSI/Softimage)