sparhawk on 4/11/2005 at 18:08
Quote Posted by Bardic
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.
If you use the Hollow button then it already creates the brush in such a way that you can use it. No need to manually adjust it if it is like you wanted it to be. This means you can adjust the full brush before you hollow it, to how you want it to appear, and then hollow it, which will give you a finished room. Of course you must texture it and create doors if you want it, but there is definitely no need to tweak the brushes that were created from using the button.
Quote:
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.
Yeah. That's right. When you make a room bigger then you have to adjust the other walls as well, to match it.
Bardic on 4/11/2005 at 19:58
OK, just from watching the tutorial videos from doom3world he adjusts every brush so that no solid bsp overlaps, then in others, he shows that the iD mappers set each wall so only the edges touch each other, like
(
http://img163.imageshack.us/img163/5894/idmapping3rs.jpg)
It helps in texturing because you show to the end of the wall bsp, but then I don't think many of the doom textures are as seamless as Thief textures. They are mostly panels.
Anyone know how you select multiple vertices in Doomedit? Do you drag a brush around them like in T3ed?
Fingernail on 4/11/2005 at 20:13
I think you can, but you can also hold SHIFT and click on multiple vertices.
OrbWeaver on 4/11/2005 at 21:08
Quote Posted by Ziemanskye
Now to me, that's subtractive geometry pretending to be additive...
Nope, it's additive geometry with a convenient function that converts a solid block into six wall brushes with a hollow interior.
Personally I never use this function; I find it easier to draw out all the floors for an area, then create a wall, set it the desired height and duplicate/resize it to complete the wall layout, and finally duplicate the floor brushes and move them up to make a ceiling. It sounds more complicated, but it gives you more control over the internal sizes and encourages the creation of more interesting layouts than the standard "large room with some stuff in it".
Krypt on 4/11/2005 at 21:37
The Doom3 engine is pretty cool to work with. The level designer gets to build pretty much everything himself, rather than having to do it all from static meshes like the T-DS engine. Plus it's much more efficient and has cooler graphical effects. I much prefer subtractive geometry to additive though. There's no leaks and you can build stuff much more easily and cleanly. If you make the exterior of a building in Radiant and decide you want to add an interior, you have to carefully plan out how you're going to build it so the exterior doesn't get broken. With subtractive geometry you just subtract an interior out of it and it's good to go. If they added patch creation tools to UnrealED it would be perfect. That's the only really big advantage the Radiant has (aside from being associated with a better engine).
Fingernail on 4/11/2005 at 21:56
yeah, although in an emergency you CAN subtract brushes from other brushes, it just makes a hella large number of brushes you didn't need if you had it planned beforehand. The cleanup from that may be longer than just building it over.
ProjectX on 5/11/2005 at 13:19
Quote Posted by Krypt
The Doom3 engine is pretty cool to work with. The level designer gets to build pretty much everything himself, rather than having to do it all from static meshes like the T-DS engine. Plus it's much more efficient and has cooler graphical effects. I much prefer subtractive geometry to additive though. There's no leaks and you can build stuff much more easily and cleanly. If you make the exterior of a building in Radiant and decide you want to add an interior, you have to carefully plan out how you're going to build it so the exterior doesn't get broken. With subtractive geometry you just subtract an interior out of it and it's good to go. If they added patch creation tools to UnrealED it would be perfect. That's the only really big advantage the Radiant has (aside from being associated with a better engine).
If you can model and texture, in T3Ed you can make every single detail. It just takes longer I guess, although I'm no modeler.
I just hated the way they used normal maps in D3 to make a really low-poly (too low-poly) object look high-poly. No matter what, it still looked like a low poly object (look at the urinals if you want a really good example), and also everything looked like it was made out of plastic.
In T3 you can technically have entire forests, I know you can in UT2004, because I've done it (with each tree (about 400 of them) having wavy leaves too) but the lighting engine would fill it's trousers. Basically T3Ed < D3Ed < UEd IMO, especially when UED 4.0 comes out (next year).
New Horizon on 5/11/2005 at 14:28
Quote Posted by ProjectX
, and also everything looked like it was made out of plastic.
That's a rather simple fix if I remember correctly. I think it's just a matter of tweaking the specular map, which T3 doesn't have.
Gestalt on 5/11/2005 at 19:07
T3 should have support for specular maps (cube map reflections, too). I'm not sure how much they made use of this in the game, though. I haven't really played around with it yet, but I don't <i>think</i> there's anything stopping new content from making use of these things.
Fingernail on 5/11/2005 at 19:29
There is a glossmap mod for D3 which makes the size of specular highlight vary from object to object, thus eliminating plasticy look of people.