Question about Editing Tools...


(SebaSOFT) #1

No, is not THAT question…

I’d like to know if there have been improvements to the editing tools to make mapping be easier. With special regard to scripts and definition files. Don’t want you to spoil nothing of the game itself. But how does it compares to the 20 steps of the Advances Map in the wiki?

PS: if you want to answer the “Will you release the SDK?” question, I won’t be offended. :slight_smile:

Regards


(tokamak) #2

I guess it will take a lot of resources but easier mapping tools would be most welcome.


(AnthonyDa) #3

The 20 steps aren’t necessary to create a map (ex : MCP stage, deploy zone…), and BRINK’s map will probably be easier, or at least faster than ETQW since there is no vehicles, no command map, no selectable spawn and so on.
Also, both Bethesda and SD are used to release SDK for their game, so I highly doubt that there won’t be any SDK for BRINK (pc), the question is rather about player attitude in front of customs content.


(tokamak) #4

Oh don’t worry that attitude fully depends on the quality of said content.


(.Chris.) #5

I asked Paul about SDK at that Leeds thingy, he said yeah so if they don’t do then I know who will be getting a beat down! :slight_smile:

EDIT, Editworld is easy enough!


(tokamak) #6

Yeah for you. You just keep pulling those maps out of your sleeve. There are far easier editors to work with really.


(murka) #7

You really prefer those randomizing editors that require very little input? Mapping isn’t really that difficult, just that a proper idea is hard to come by and you need to know how to start planning something, not get into details first.


(light_sh4v0r) #8

Even I found my way around in the SDK with some help from the wiki and forums, and I hadn’t done any mapping before that.


(tokamak) #9

I’m comparing it to UnrealED which is far more intuitive to work with. But maybe it’s having experience with those tools that make the SDK more difficult.


(AnthonyDa) #10

SDK != level editor (for both UE and idtech technologies).


(.Chris.) #11

Dunno about unrealED but the editor with UDK is a bit fiddly for some things, takes me a lot longer to block something out with BSP than radiant but guess that isn’t huge concern for most users considering most of map made outside the editor and just assembled there.


(tokamak) #12

With Unrealed we used to be able to build a map in a couple of hours and play it on a LAN the same day. You also didn’t have to worry about creating any leaks at all as that was almost impossible. With Radiant that just seems to be the other way around, all the double panes are confusing.


(Nail) #13

If you want maps that look as good as the originals, you’ll have to be resigned to using the same tools the devs do.


(tokamak) #14

A more user friendly interface doesn’t have to compromise the software though.


(brbrbr) #15

sure, just more tools in pack and less overhead to switching into 3-rd-party-appz.
maybe even special edition of blender can be included inside :slight_smile:
cause overhead from switching between tools in SDK package is boring and not productive.
UnrealED ? maybe, but im more thing about something like SandBox by CryTech as example of user-friendly UI of SDK.
GameBryo engine CSS/SDK is not. not yet. even as bad example.


(SebaSOFT) #16

I’m not uncomfortable with editWorld, really. With little discipline you can make a lot of brushwork in little time. I don’t even worried about portaling, caulking, and leaks.

@AnthonyDA: no command map? Do you think you won’t have a radar in your hud’s corner?

Still waiting about what SD has to say…


(AnthonyDa) #17

That’s how I see the game ATM, wait&see :wink: