Dev Diary #5


(iwound) #1

We get a behind-the-scenes look at the evolution of the toolbox being used to sculpt one of the biggest multiplayer shooters of 2007.

Pics of the editor and 3 pages long. enjoy. :slight_smile:

http://uk.pc.gamespy.com/pc/enemy-territory-quake-wars/770741p1.html

oops. I forgot in all my eggs-citement :oops:


(t-readyroc) #2

Linkage :?

Not listed on the GameSpy pageā€¦


(signofzeta) #3

Iā€™m having a feeling that []v[] posted a few weeks too early.

  1. the dev diary is shown to the public in a few weeks.
  2. in a few weeks it will be april fools and he fooled us when it isnā€™t april fools.

(Flesh) #4

http://uk.pc.gamespy.com/pc/enemy-territory-quake-wars/770741p1.html

Good man


(iwound) #5

Cool, my fav dev diary so far.

Projectors provide a way to effectively ā€œshineā€ an image down from the sky on to the ground, or cliff faces, or wherever you place them.

What kind of things are these used for?


(Hakuryu) #6

Cool read.

I love the ā€˜referenceā€™ idea that uses a ā€˜templateā€™ that auto-updates all instances in a level. Just like changing an object in code filters down and changes all instances of it. This sounds like a real time saver.

I usually make buildings in a seperate map file anyway, to make them easier to work with.


(t-readyroc) #7

Interesting. Direct link works for reg. GameSpy as well; just not in their index yet.


(MessyDog) #8

editWorld gimme!


(Zombie13) #9

Ahhh so thatā€™s what he does, always wondered.

:moo:


(criminal) #10

VERY nice article thank you for that!


(shadrach) #11

Great article, Iā€™ve been looking forward to the editor almost as much as the game. Can projectors actually deform the terrain or is it like a bumpmap decal or something? Also, looks like CSG subtract has died, long live CSG subtract! :evil:


(Joe999) #12

awesome. thanks for the hint :slight_smile:


(kamikazee) #13

The first tapir has been spotted! :smiley:


(SCDS_reyalP) #14

The important bit of information comes from the screenshot: ET:QW uses pink caulk :smiley:


(kamikazee) #15

Hmmmā€¦ Could we use the GTKRadiant set instead?


(Flesh) #16

lol a tapir in the upper left corner of the editor

I wonder if the default QW icon will be an SD tapir. Would be pretty cool
click :stroggtapir: to play


(CH4NDL3R) #17

Nice read. Iā€™m just wondering if it is possible to skip the mandatory 3d package while tuning the terrain geometry ?

Letā€™s say you came up, after some early playtesting, to the conclusion you might need an additional road around those hills. And its obvious youā€™ll need to modify terrain geometry to do so. So, do you fire up 3ds max, align your geometry to open a way for vehicles, and re-export it as a static mesh or would it be simplier to directly tweak the triangles elevation under worldedit, according to the fact you can test your modifications right into the game and tune them if necessary ?


(kamikazee) #18

I thought you couldnā€™t edit the terrain geometry in editWorld, only paint it.

Besides, the terrain is mostly made in an external program anyway, you could as well modify it there. I do hope that the texture information wouldnā€™t be reset after that. Of course, planning ahead is always necessary.


(M8DNanite) #19

The tapir icon :slight_smile:

So it seems that the maps will be at least 300MB in size.


(nUllSkillZ) #20

:notworthy: