It's like build, but so much better
DonkeyGravy
Join Date: 2012-02-27 Member: 147611Members
in Mapping
So, just bought the game. I still have yet to actually play the game but have managed to get sucked into the tools. All I can really say is wow. Wayyyyyy back in the day I used to pound out maps in Build for DN3D and shadow warrior. I tried, over the years, to get into the flow with other engines and tool sets. This is the first tool set that has jumped out at me and allowed me to just create. Everything today revolves around meshes *cough* CryEngine/UE3 *cough* and modular blocks *cough* Skyrim/Fallout 3 *cough* which end up really limiting what you can do without using a modeling package - and then you have to hope someone releases a plugin for blender if your not a programmer. 1 hour and I already have a space to run around in and be stupid - and it looks nothing like the other maps since the bulk of the geometry is unique!
Aside from a few initial hiccups figuring out the interface this is the easiest editor I have ever used. Thanks for making the tool's public. You made this middle aged guy's day. Seriously. I'm buying copies for a few of my friends (used to make mod's back in the day before being a grownup sucked the fun out of life...) I hope this project gets all the success it deserves.
Aside from a few initial hiccups figuring out the interface this is the easiest editor I have ever used. Thanks for making the tool's public. You made this middle aged guy's day. Seriously. I'm buying copies for a few of my friends (used to make mod's back in the day before being a grownup sucked the fun out of life...) I hope this project gets all the success it deserves.
Comments
You plan on making an NS2 map or just messing around?
World Craft... that brings back some memories. Not all of them happy either. I started out using radiant and eventually migrated over to WorldCraft/Hammer. Came in handy when TF2 finally released. That was one heck of a learning curve. I kept trying to add brushes by dragging. I rage quit all the time while transitioning over.....
You have flip-x, flip-y and flip-z, as well as rotate -x,y & z, how many more ways to do the same job do you need :P :)
Ok, how about rotate/scale/move based on the selection's orientation (instead of by grid).
Ok, how about rotate/scale/move based on the selection's orientation (instead of by grid).<!--QuoteEnd--></div><!--QuoteEEnd-->
Now you're getting into complicated stuff! This is a quick tools build. The team are still looking for a tools programmer, must be nearly a year now :P Anyway, once the game is out the tools will improve, maybe even sooner if they can get a programmer in to do it :)
When scaling props, you can do that by using "select tool" and writing parameters directly. For brushwork, I usually do it manually with vertex manipulation, to keep everything "on grid", some habits from Hammer are hard to unlearn :)
If you use select tool as opposed to move tool you can also flip faces. Handy.