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Re: Professional grade world editor suite?
[Re: Gumby22don]
#280742
07/24/09 01:40
07/24/09 01:40
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Joined: May 2009
Posts: 258 Chicago
Jaeger
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Well, we already have Maya '09 Unlimited. I see a lot of problems with using it to build the whole world though. Namely, it doesn't have the tools that make a world builder a world builder. You can't paint textures onto terrain (afaik), and placing 3D objects will end up making it part of the terrain. Of course, we could do object placement in WED, but we do need to be able to manipulate terrain and place objects in the same program. This will be crucial when building towns, cities, roads, etc. We'll be needing to modify/flatten certain parts to make buildings "fit", and we'll need to be able to make trenches, foxholes, etc in the actual world.
Btw, we aren't planning on making different "levels", but instead, one monstrous world. So practically everything will be built of models, not blocks. We're going to have to break up the better part of North Africa into segments, construct it, edit it, and reassemble it the engine with proper coding techniques to make a seamless world.
Last edited by Jaeger; 07/24/09 01:43.
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Re: Professional grade world editor suite?
[Re: Jaeger]
#280872
07/24/09 13:38
07/24/09 13:38
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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How about torque's editor? haven't used it, but it has a road and a river tool from what I understand...
~"I never let school interfere with my education"~ -Mark Twain
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Re: Professional grade world editor suite?
[Re: Germanunkol]
#281011
07/24/09 22:08
07/24/09 22:08
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Joined: Feb 2009
Posts: 2,154
Damocles_
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Some people even make games with VS C++, so how the hell do they design levels?! Lol! You can alway write your own Leveleditor, that uses the ingame rendering engine. Because then you have the tools that fit to your style of game. Exerything in a 3dgs Level, except the "BSP Blocks" could be create with our own editor. If you are really working on an ambitious project. Using your own leveleditor, or at least a "level refinement" editor is the way to go.
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Re: Professional grade world editor suite?
[Re: Damocles_]
#281034
07/25/09 06:19
07/25/09 06:19
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Joined: May 2009
Posts: 258 Chicago
Jaeger
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Well, I have NO experience writing that sort of software. And it would be a huge waste of time imho. But that DOES give me an idea. Maya is very modular in design, and it's not too difficult to write plug-ins for as I understand. So it seems probable that a small team could write a Maya plug-in for building 3DGS world with all of these features. Then it could export straight to engine formats, and tighten the workflow pipeline even further. I know there is one tool similar to this out there, but it doesn't have these features, and I've never heard a review of it. Maybe it could be a good starting point if it's author wanted to further its development though. It would also be great to have an integrated shader editor in it, which would let you work with things like terrain multi tex while you're painting terrain and doing other things. That would be like the ultimate tool if it also had a good water editing system. Maybe I should contact the person who wrote the other Maya plug-in, and see if they'd be interested in spurring it on. Would be great to turn it into an open-source project for the whole community (and be FREE). Only downside is that it would take a long time, and I fear that we don't have that time to wait.
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Re: Professional grade world editor suite?
[Re: Jaeger]
#281073
07/25/09 10:56
07/25/09 10:56
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Joined: Jul 2009
Posts: 7
Zesus
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IceX 2.2 + IceX Street Tool Would be perfect for what you requested check the videos on their website http://www.stonehill-online.de
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