Mapping excitement


(FRIJJ) #21

Sounds great cant wait to get my hands on the editor :slight_smile:


(g-ram) #22

wait, cant you make tunnels in Enemy Territory already? or am i missing something?


(kamikazee) #23

Of course you can tunnel in W:ET! This is because W:ET maps are completely built from “brushes”, (think of them as building blocks) including the terrain.

In BF you have a terrain texture which gets lowered or heightened depending on a heightmap. As such, you can’t create holes into it. (Unless BF 2 changed this, which I doubt.)

ET:QW uses a model for it’s terrain which is then covered with a MT. Because it’s a model, nobody can stop you from leaving holes where you want your tunnel to be.


(Danyboy) #24

Are you sure about that? If that is the case, the editor needs to ship with some plugin so Radiant can edit it.

I used to love tweaking terrain brush verteces to my exact specs.


(kamikazee) #25

Search the forums: the terrains for ET:QW are modeled using a conventional 3D model package.

Guys on the Doom 3 World forums even got a preview of the MT technology working on Doom 3. They used an .ase model as the terrain mesh.

I do wonder though if the model can be modified from the level editor.

EDIT: Fetched the reference to the forums for you: http://www.splashdamage.com/forums/viewtopic.php?p=148949#148949


(carnage) #26

Are you sure about that? If that is the case, the editor needs to ship with some plugin so Radiant can edit it.

I used to love tweaking terrain brush verteces to my exact specs.[/quote]

AFAIK there probably wont be a way to tweak model vertices’s in world edit since i have never seen anything like this in any other editor. but as wills pointed out you are able to use brushwork so that should allow you to use brushwork so you could use a program like easygen and them tweak it radiant. but depending on the size of your map this could be a problem

i think in one of the interviews they said one of the reasons they used a model was that in maya they had better control over terrain subdivisions or something

you might also be able to export a blocked out map as .ase and use that as a guide to form some terrain in a modeling package

slightly ot. the cryengine2 terrain additive and subtractive voxel tools look realy cool and look like a nice simple way to build good looking terrain


(Danyboy) #27

also ot - http://www.crysis-online.com/Media/Images/Screenshots/Comparison-01.jpg

old image but still impresses


(M8DNanite) #28

Go re-read the Dev Diary 5 its all about map editor.
http://uk.pc.gamespy.com/pc/enemy-territory-quake-wars/770741p1.html


(FRIJJ) #29

Interesting reading there M8DNanite, i is good to see the editor screeny in there which is great. I understand now, it will be great to see what we can do in the editor. Will have a browse at some of the mod teams and what they are doing.


(CyburK) #30

omg :shock: :o this looks so damn perfect its maybe even too good. im out of words on this one…


(TNR360) #31

Ok so in the end can we map with pure brushwork IE: W:ET style?

Will it be at all similar?


(kamikazee) #32

You can, I guess. You could use brushes in Doom 3 or Quake 4 as well, even though a lot of it was modelled.
However, I wouldn’t build a terrain from it.


(!ntraxz) #33

i can’t wait. :expressionless:


(carnage) #34

Ok so in the end can we map with pure brushwork IE: W:ET style?

Will it be at all similar?

since at the end of it all you are still rendering triangles from whatever method you chose and applying the same lighting settings over them visual quality should be pretty similar whatever method you choce

however there were some problems with artifacts appearing in doom3 with brushwork so im not sure if this will carry over to QW. you might find that your method used is based rather on the size and detail of the terrain you want to make. it might be possible to use brushwork for the entire terrain but if its bigger than a W:ET map then its gonna take some serious time

an option might be to build you terrain in brushwork then export it as a .ase and tweak it in some modeling program. this might overcome the artifacts issue as well


(Killgarr) #35

Since I am easily confused. This means you can make a map with brushes (like HL2) and, or with models.?

Will we be able to make a map entirely of brushes?

A map with brushes and models?

A map with only models?


(Diecast5) #36

Man I can not wait for to try out making maps and mods of the game im going to try to make maps for CTF and Death match. or what ever I can think of and test drive the game whan it does come out .


(kamikazee) #37

Since I am easily confused. This means you can make a map with brushes (like HL2) and, or with models.?

Will we be able to make a map entirely of brushes?

A map with brushes and models?

A map with only models?[/quote]All of them, though you will experience varying difficulty in getting it playable.


(Danyboy) #38

A map is essentially a large room, made of brushes, with other brushes and models placed inside.

Strange you use HL2 as an example, have you used Hammer? If you’ve created maps for HL2 it’s going to be a very similar process for any brush-based level geometry engine.


(Killgarr) #39

Ya, I have mapped for HL2, modded in it and mapped in CoD. HL2 was all brush based, I did some stuff in Doom3 and its very similar.

I just hope QW:ET is just as easy.