Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
I'll be doing the following during the download! <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/kJBKyTfCjCc"></param><embed src="http://www.youtube.com/v/kJBKyTfCjCc" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center> <div align='center'><a href="http://www.youtube.com/watch?v=kJBKyTfCjCc" target="_blank">http://www.youtube.com/watch?v=kJBKyTfCjCc</a></div>
So I made a small test room checking out how the tool works and such and I must say once you get used to it it's breath easy and doesn't require massive reworks at all!
PrefixÉirinn go BráchJoin Date: 2006-12-31Member: 59353Members, Constellation
edited November 2009
I wasn't whining I was simply saying that this is a relatively useless release.
I say this for the following reasons: 1. There is nothing to use it with and absolutely no indication of when we can use it for something. 2. There are no mapping guidelines: Nobody knows anything about balance, or indeed basically anything about the game because we don't have it yet, so we can't even plan maps anyway, never mind make them.
This release is good for the following reasons: 1. It shows us they are doing something and encourages people to pre order for a cd key to use the editor. 2. It has multiplied the fan boys by at least x100. 3. Even though it is useless, some might find it fun to play with - or also to 'practice' using a tool which will be changed numerous times anyway (Note: texture settings).
Now I realize this is an alpha and I am completely aware of what an alpha is for, however I still feel that an PRE-alpha release AFTER a stage when 1.0 was meant to be out is a cop out. Yes I also understand that games are never released on time, and yes I understand - and also prefer - the release when finished mentality.
However I can't accept there never being an announcement (to their half a million $ worth of pre-ordering customers btw) about missing the deadline.
Seeing as I seem to be the only one with the above opinion on these forums I'll leave this thread alone, but my opinion stands.
- Prefix
EDIT: I would just like to say that the editor itself is pretty damn good, it is clearly well programed. Performance is good and the tools which are there all work well. I also like the art direction the game is taking.
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--quoteo(post=1739640:date=Nov 24 2009, 03:00 PM:name=Prefix)--><div class='quotetop'>QUOTE (Prefix @ Nov 24 2009, 03:00 PM) <a href="index.php?act=findpost&pid=1739640"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->However I can't accept there never being an announcement (to their half a million $ worth of pre-ordering customers btw) about missing the deadline.<!--QuoteEnd--></div><!--QuoteEEnd-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited November 2009
Prefix, they never set a deadline... Also this isn't useless, far from it even. It gives the community a good feel and practice run to work with the Spark editor, while also trying out different styles with the current included artwork... I couldn't care less to not be able to walk around the map, that is more a personal problem then anything else...
Also no mapping guidelines is not saying you can't build areas, you know what all the classes can do and what they need from NS1. Use that knowledge to your advantage in the design. Of course this will not work when creating a complete map layout, but that is for a later date. And changing/moving a few hallways and how they connect to rooms is a simple process anyways. The only real problem is not knowing the doorway/vent sizes and walking speeds etc...
when i create a light it is way to bright on the closest wall but barely shines anywhere else. which keeps my rooms extremely dark is there anyway to point the light in a certain direction?
Nevermind i found out the problem. unless you have textures on the faces the light is reflected off really badly.
Guys, you just make my day! Can't wait to put my hand on this baby (still downloading) :) Looking on the video tuts, I'm really impressed how easy it is use the editor (almost as easy as Google SketchUp).
Well this was a surprise to see in the mailbox today. I am not a mapper but will surely take some time to play with this tool, thank you! Who knows maybe I will grow to love making maps.
Crashes very often, so far only when I use ctrl+z (although not every time). I'm building some small steps down to a lower platform and have a hard time making them snap to the lines that are going diagonal. So i'm using ctrl+z a lot and I crash a lot :(
Anyone got a good way to snap a line to a diagonal line? Perhaps make it snap at 50% of the length and then at 25% and 75%.
Another thing that would be usefull would be, if you have a plane, and from one corner you draw a line using the line tool upwards. If you click the line itself, make it possible to enter the length of it somewhere. So we can have exact lengths.
Yeaht he editor is a little unstable at this point with the undo function. But luckily there is the auto backup :D I have it set to save every minute and keep 5 copies. Its probably the greatest feature Iv ever seen :P
<a href="http://nl.tinypic.com/useralbum.php?ua=AlGXoLZfK1sz9JF5OzUHIA%3D%3D" target="_blank">http://nl.tinypic.com/useralbum.php?ua=AlG...JF5OzUHIA%3D%3D</a> Here are some more pics - yeah I used my epic photoshop skills to get those teeth like that ;)
Congrats on the support of releasing your editor for mappers, can't wait to dig into it when I get home! Will there be a baseline scale for Onos and other creatures? Long time fan of the first NS really diggin the new version thus far! :P
<!--quoteo(post=1739713:date=Nov 24 2009, 12:04 PM:name=Knights-)--><div class='quotetop'>QUOTE (Knights- @ Nov 24 2009, 12:04 PM) <a href="index.php?act=findpost&pid=1739713"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Congrats on the support of releasing your editor for mappers, can't wait to dig into it when I get home! Will there be a baseline scale for Onos and other creatures? Long time fan of the first NS really diggin the new version thus far! :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Looking at a lot of the vent props and door scales, you can get a decent image of the onos' size, as well as the skulk.
<!--quoteo(post=1739720:date=Nov 24 2009, 04:15 PM:name=ZeroFate)--><div class='quotetop'>QUOTE (ZeroFate @ Nov 24 2009, 04:15 PM) <a href="index.php?act=findpost&pid=1739720"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looking at a lot of the vent props and door scales, you can get a decent image of the onos' size, as well as the skulk.<!--QuoteEnd--></div><!--QuoteEEnd--> Cool thanks, I havn't opened nore dled the editor yet (at work) I'll check it out later...
Now, is there any way to remove useless points like those marked ones and the lines between them while KEEPING everything else (the box etc)? If I just delete the points it will result in deleting everything thats connected to them...
And yeah I found out you can just use the move tool to increase something's size - but I'm sure this isnt the only way to accidently create useless points like these (and not get rid of them easily)..
---
While I'm at it...: <a href="http://s10b.directupload.net/file/u/10147/mhcv6gvi_jpg.htm" target="_blank">http://s10b.directupload.net/file/u/10147/mhcv6gvi_jpg.htm</a>
If I want to connect one existing box to another how to I remove the marked wall only where the connection between the two boxes "hits" it?
Hammer used to have a "cut" tool for exactly this... - is there another way than drawing a rectangle inside the connection on the wall of the smaller box and then deleting that rectangle? Because if I do that it will leave small "steps" using no grid... and if I use a grid I have to use it for everything otherwise it will fail on this too...
I'm also having trouble to create faces on the right "side" of something, flip face doesnt seem to work every time...
<!--quoteo(post=1739748:date=Nov 24 2009, 11:56 AM:name=TheLord)--><div class='quotetop'>QUOTE (TheLord @ Nov 24 2009, 11:56 AM) <a href="index.php?act=findpost&pid=1739748"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Using the 'extrude tool' multiple times to increase the size of something results in this:
Now, is there any way to remove useless points like those marked ones and the lines between them while KEEPING everything else (the box etc)? If I just delete the points it will result in deleting everything thats connected to them...<!--QuoteEnd--></div><!--QuoteEEnd--> This is kind of bugging me too. But I've found that you should only use the Extrude tool to start your tunnel/corridor/whatever, and after it's started, use the Move Tool to extend it. However, I would love to see a way to "merge" faces.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
The texture tool could use more features from Hammer, like hiding the mask, right-click to apply the current selected texture (with attributes) and texture name of the currently selected texture. Alos the texture eyedropper tool doesn't actually select the texture in the browser :P
<!--quoteo(post=1739768:date=Nov 24 2009, 12:17 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Nov 24 2009, 12:17 PM) <a href="index.php?act=findpost&pid=1739768"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Alos the texture eyedropper tool doesn't actually select the texture in the browser :P<!--QuoteEnd--></div><!--QuoteEEnd--> It does for me...
Look's like a great way to outsource mapping work unto the people who pre-ordered. Brilliant. By how much do you think the Spark Editor will minimize your workload?
Comments
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/kJBKyTfCjCc"></param><embed src="http://www.youtube.com/v/kJBKyTfCjCc" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<div align='center'><a href="http://www.youtube.com/watch?v=kJBKyTfCjCc" target="_blank">http://www.youtube.com/watch?v=kJBKyTfCjCc</a></div>
Maybe this will silence the vaporware voices...
<a href="http://nl.tinypic.com/useralbum.php?...BnZlyAcw%3D%3D" target="_blank">http://nl.tinypic.com/useralbum.php?...BnZlyAcw%3D%3D</a>
I defo like the model scaling defo hated lots of editors for not having it!
I say this for the following reasons:
1. There is nothing to use it with and absolutely no indication of when we can use it for something.
2. There are no mapping guidelines: Nobody knows anything about balance, or indeed basically anything about the game because we don't have it yet, so we can't even plan maps anyway, never mind make them.
This release is good for the following reasons:
1. It shows us they are doing something and encourages people to pre order for a cd key to use the editor.
2. It has multiplied the fan boys by at least x100.
3. Even though it is useless, some might find it fun to play with - or also to 'practice' using a tool which will be changed numerous times anyway (Note: texture settings).
Now I realize this is an alpha and I am completely aware of what an alpha is for, however I still feel that an PRE-alpha release AFTER a stage when 1.0 was meant to be out is a cop out. Yes I also understand that games are never released on time, and yes I understand - and also prefer - the release when finished mentality.
However I can't accept there never being an announcement (to their half a million $ worth of pre-ordering customers btw) about missing the deadline.
Seeing as I seem to be the only one with the above opinion on these forums I'll leave this thread alone, but my opinion stands.
- Prefix
EDIT: I would just like to say that the editor itself is pretty damn good, it is clearly well programed. Performance is good and the tools which are there all work well. I also like the art direction the game is taking.
<a href="http://www.unknownworlds.com/ns2/news/2009/10/ns_7th_anniversary_progress_and_first_ns2_screenshots" target="_blank">There was</a>.
Also no mapping guidelines is not saying you can't build areas, you know what all the classes can do and what they need from NS1. Use that knowledge to your advantage in the design. Of course this will not work when creating a complete map layout, but that is for a later date. And changing/moving a few hallways and how they connect to rooms is a simple process anyways. The only real problem is not knowing the doorway/vent sizes and walking speeds etc...
a light that emits darkness
wall but barely shines anywhere else.
which keeps my rooms extremely dark
is there anyway to point the light in a certain direction?
Nevermind i found out the problem. unless you have
textures on the faces the light is reflected off really
badly.
Looking on the video tuts, I'm really impressed how easy it is use the editor (almost as easy as Google SketchUp).
Grats & Thanks
and a boobies smiley from gem :3
Anyone got a good way to snap a line to a diagonal line? Perhaps make it snap at 50% of the length and then at 25% and 75%.
Another thing that would be usefull would be, if you have a plane, and from one corner you draw a line using the line tool upwards. If you click the line itself, make it possible to enter the length of it somewhere. So we can have exact lengths.
Problem signature:
Problem Event Name: BEX
Application Name: Editor.exe
Application Version: 0.0.0.0
Application Timestamp: 4b0b20cc
Fault Module Name: MSVCR80.dll
Fault Module Version: 8.0.50727.4927
Fault Module Timestamp: 4a2752ff
Exception Offset: 00008aa0
Exception Code: c000000d
Exception Data: 00000000
OS Version: 6.1.7600.2.0.0.256.48
Locale ID: 1031
Additional Information 1: 5f5a
Additional Information 2: 5f5a92e67c5521cfe4b412100eb1eed6
Additional Information 3: 52b5
Additional Information 4: 52b5957c4e79e807fbccaf20a8a2bf32
crashed while letting go of mouse1 after drawing a line on the bottom of a huge box...
Here are some more pics - yeah I used my epic photoshop skills to get those teeth like that ;)
I'll be doing the following during the download!
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/kJBKyTfCjCc"></param><embed src="http://www.youtube.com/v/kJBKyTfCjCc" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<div align="center"><a href="http://www.youtube.com/watch?v=kJBKyTfCjCc" target="_blank">http://www.youtube.com/watch?v=kJBKyTfCjCc</a></div>
<!--QuoteEnd--></div><!--QuoteEEnd-->
ns_achio2 confirmed \o/
Looking at a lot of the vent props and door scales, you can get a decent image of the onos' size, as well as the skulk.
Cool thanks, I havn't opened nore dled the editor yet (at work) I'll check it out later...
Since theres no NS2 mapping forum yet I'll just ask here:
Using the 'extrude tool' multiple times to increase the size of something results in this:
<a href="http://s10.directupload.net/file/u/10147/bonz8aac_jpg.htm" target="_blank">http://s10.directupload.net/file/u/10147/bonz8aac_jpg.htm</a>
Now, is there any way to remove useless points like those marked ones and the lines between them while KEEPING everything else (the box etc)? If I just delete the points it will result in deleting everything thats connected to them...
And yeah I found out you can just use the move tool to increase something's size - but I'm sure this isnt the only way to accidently create useless points like these (and not get rid of them easily)..
---
While I'm at it...: <a href="http://s10b.directupload.net/file/u/10147/mhcv6gvi_jpg.htm" target="_blank">http://s10b.directupload.net/file/u/10147/mhcv6gvi_jpg.htm</a>
If I want to connect one existing box to another how to I remove the marked wall only where the connection between the two boxes "hits" it?
Hammer used to have a "cut" tool for exactly this... - is there another way than drawing a rectangle inside the connection on the wall of the smaller box and then deleting that rectangle? Because if I do that it will leave small "steps" using no grid... and if I use a grid I have to use it for everything otherwise it will fail on this too...
I'm also having trouble to create faces on the right "side" of something, flip face doesnt seem to work every time...
Just managed to get custom textures in there, any word on when we will get the tools for importing custom props?
<a href="http://s10.directupload.net/file/u/10147/bonz8aac_jpg.htm" target="_blank">http://s10.directupload.net/file/u/10147/bonz8aac_jpg.htm</a>
Now, is there any way to remove useless points like those marked ones and the lines between them while KEEPING everything else (the box etc)? If I just delete the points it will result in deleting everything thats connected to them...<!--QuoteEnd--></div><!--QuoteEEnd-->
This is kind of bugging me too. But I've found that you should only use the Extrude tool to start your tunnel/corridor/whatever, and after it's started, use the Move Tool to extend it.
However, I would love to see a way to "merge" faces.
Other then that SparkE is awesome!
It does for me...
<a href="http://img52.imageshack.us/img52/372/ns2triangulation.jpg" target="_blank"><img src="http://img52.imageshack.us/img52/372/ns2triangulation.th.jpg" border="0" class="linked-image" /></a>
I'M CREAMING EVERYWHERE!!!!!!
SOOO HAPPPYYYY!!!!!!!!!!!!!!!!!!!!!