is it possible to make an entire level in a program such as 3DS MAX then chuck it into an empty level in Radient?
if so are there any problems that might arise from doing such a thing? what poly/tri limit would the level consist of, that type of thing..
Radient is a brush based editor, rather than polygon based.
because of that, you can import any mesh data into radient, and it will appear in whatever level you create, but your characters will simply clip through them. you effectively, then, have to do twice the work. as you must build the assets in max, import them into radient, and then re-build them all with clipping brushes of the appropriate shapes.
hey Gir, good to see you again. I have worked with Unreal Ed 2k4 which is also a brush based editor, but 3D assets that were imported handled quite solid. I know that Unreal Ed is much better but i was hoping that the same import principles would apply
Like Gir said, all imported misc_models would be "unclipped" and so you would walk right through them. You'd need to create a level in a modelling program, import it into GTKRadiant and then cover EVERYTHING in a physics_clip brush or something similar that allows you to stand on an invisible surface. It would be annoying to do, but technically you could get far more detailed maps using this method.
yeh.. thanks guys. i was thinking about making a level but didnt want to learn how to use Radient. so if i do decide to import a mesh that you walk straight through. then how many polys am i able to have? i know there is a brush limit but im sure there would be some kind of limit on how many polys i could have
spawnflags 2 auto clips models however I've heard there are some disadvantages to that such as file size if used a lot.
SiLink;4601467spawnflags 2 auto clips models however I've heard there are some disadvantages to that such as file size if used a lot.
And causes huge amounts of lag... I highly advise against that command unless you are clipping single boxes at a time :/
Jalechah;4601438hey Gir, good to see you again. I have worked with Unreal Ed 2k4 which is also a brush based editor, but 3D assets that were imported handled quite solid. I know that Unreal Ed is much better but i was hoping that the same import principles would apply
UnrealEd is designed for both in mind.
Gir_teh_Almighteh;4601688UnrealEd is designed for both in mind.
how much harder is unrealded to learn then gtkradiant?
korbin;4602412how much harder is unrealded to learn then gtkradiant?
Might be just me, but GTK has one of the easiest learning curves of almost every single editor out there followed by Sandbox2 (for Crysis)
I have always loved GTK over every editor I have tried (BF2editor, CoD2/4 Radiant, UnrealED, Hammer, Sandbox2)