Quick questions on mapping
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?
* 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
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.
* 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
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.
* 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.
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.
yep that's how the community map (ns_jambi) was made :)
Nah the game scales down the textures on the different graphic quality settings, 2048x2048 is used on most of the bigger models in NS2