Quick questions on mapping

AmbAmb Join Date: 2012-11-09 Member: 168647Members, Reinforced - Supporter
Me and a couple of guys are planning to work on a custom map. Here're the questions:

* Does the spark editor allow custom textures? If yes, how "HD" can the custom texture be?

* What software should we use to make custom props so that they are fully compatible with the spark editor?

* Are we allowed to use small segments of ambience/music extracted from movies? Does that cause copy right issues?

Comments

  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    edited January 2013
    1. Yes of course. I'm not sure about the max size. <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Importing_Custom_Textures" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...Custom_Textures</a> (This is out of date. I'll go update it now.)

    2. I think there's an official exporter plugin for 3ds Max 2009 (?) that will export things perfectly. Technically any software that exports to .DAE should work, such os Sketchup, but not without a few workarounds/problems. <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Importing_Custom_Models" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...g_Custom_Models</a>

    3. Technically you can do whatever you want for custom maps, but yes it infringes copyright. For non-official maps it isn't much of an issue.
  • AmbAmb Join Date: 2012-11-09 Member: 168647Members, Reinforced - Supporter
    couple of more questions from my mates (animators/programmers who's never used spark editor before):

    * If I was to create an animated prop, does the spark editor allow triggered animation? eg: restoring power turns on the rotating fan, destroying the power node turns off the fan and the blades stop spinning.

    * Does an animated prop work properly with global map lighting? eg: a rotating light house that cast shadows on objects around it, and vice versa
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    The trigger system really hasnt been developed much, I know of one with triggerable sounds, but beyond that triggers arent really in the game yet, but it is something we want, and will probably get into the game at some point.

    Lights should work dynamically with anything AFAIK. They have all the same options in the cinematic editor that they have in the game editor, so it "should" work. Havent really tested with it too much, but I do know for sure that if you had an animated fan, and you stick a light behind it, all the atmospherics and shadows involved with the light work dynamically.
  • AmbAmb Join Date: 2012-11-09 Member: 168647Members, Reinforced - Supporter
    Thnx for the reply, Jona. My friends have more questions:

    * is it possible to work on different segment of the map separately and put them back 2gether later on. eg: for ns2_summit, one person work on atrium in NYC, while another person work on Data core in LA.
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    Yeah you can just copy & paste the pieces into the main file at the end. I guess layers/etc would all have to be re-done.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    Also the textures does like to wander off their aligment a little bit when moving brushwork around
  • VonDoomVonDoom Knee deep in the latency Join Date: 2009-10-08 Member: 68989Members, Reinforced - Shadow
    I put 2048*2048 res textures on a model i imported into the engine, and it works smooth. Could be a problem for people with low end graphic cards though.
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    <!--quoteo(post=2065282:date=Jan 23 2013, 07:09 AM:name=Amb)--><div class='quotetop'>QUOTE (Amb @ Jan 23 2013, 07:09 AM) <a href="index.php?act=findpost&pid=2065282"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->* is it possible to work on different segment of the map separately and put them back 2gether later on. eg: for ns2_summit, one person work on atrium in NYC, while another person work on Data core in LA.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The people who have worked or are working on a map collaboratively can probably answer this question better than me, but if you build your greybox layout first, and then assign rooms to different people, they can just work in their own copy, and copy&pasting it to the final map would drop it in the correct location, so there'd be no need to move your geometry/props/entities/etc.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=2065496:date=Jan 24 2013, 03:48 AM:name=Flaterectomy)--><div class='quotetop'>QUOTE (Flaterectomy @ Jan 24 2013, 03:48 AM) <a href="index.php?act=findpost&pid=2065496"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The people who have worked or are working on a map collaboratively can probably answer this question better than me, but if you build your greybox layout first, and then assign rooms to different people, they can just work in their own copy, and copy&pasting it to the final map would drop it in the correct location, so there'd be no need to move your geometry/props/entities/etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
    yep that's how the community map (ns_jambi) was made :)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=2065441:date=Jan 23 2013, 02:34 PM:name=VonDoom)--><div class='quotetop'>QUOTE (VonDoom @ Jan 23 2013, 02:34 PM) <a href="index.php?act=findpost&pid=2065441"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I put 2048*2048 res textures on a model i imported into the engine, and it works smooth. Could be a problem for people with low end graphic cards though.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nah the game scales down the textures on the different graphic quality settings, 2048x2048 is used on most of the bigger models in NS2
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