I didn't make it!
MaceCrusherMadunusus;4601623And causes huge amounts of lag... I highly advise against that command unless you are clipping single boxes at a time :/
:rolleyes: Hmm, maybe that's where some of my lagg is coming from...
korbinhow much harder is unrealded to learn then gtkradiant?[/quote]They're about the same, you just have to approach them differently.
Either way UnrealEd is very widely-documented, and between BeyondUnreal and Polycount (not to mention the Unreal Developer Network) you'll never be stuck finding help or answers when you need them.
[quote=The Soleutator]Hmm, maybe that's where some of my lagg is coming from...
That wouldn't happen on Unreal Engine.
....just sayin'. :p
I don't know how, and I don't know why, but this is totally Sheep's fault.
the major difference between GTK, and UnrealEd, is that GTK is a single purpose application. it's there for busting out simple maps, nothing more. if you delve too deep into scripted instances and the like, you'll find it's more of a hinderance than a help.
UnrealEd, is designed to be an almost all in one app. you can map, animate, even model to some degree. you can even edit a models UVW map once it's in the editor. it's a very very powerful piece of equipment.
think of it this way, while GTK was designed to make a single aspect of a game, UnrealEd was designed for ALL aspects, from the source code, to the shaders.
oh, and the shader system in unreal is fucking amazing. it's all node based. so rather than having to type up half a shader, then load the game to see how it looks. you just click and drag textures to the diffuse slot on the node, then look in the model window. then do the same with specular etc.
here's an extremely complex shader, that has 52 instructions. and if you opened it with notepad like you do for JKA, would make you cry. while in UnrealEd. it's still complicated, but you can work it out as you move from string to string.
oh, and GTK never looked like THIS :P
Is that a map?!
What game is that? Holy crap!!
it's a UT3 mod a friend of mine is making.
You can make levels using 3dsmax (and Radiant in combination). It was done before, but this was... 3 or 4 years ago. I really don't recall much about it other than it was a cave type thing, where all of the rock surface was modeled using 3dsmax. I don't think it was ever released on jk3files, and pcgamemods died...
Now, I was just browsing milkshape (it's the only modelling program i've got on this computer) and it includes a q3radiant map exporter. I haven't played around with it yet, but i'm hopeful. 3dsmax should have some similar functions, or perhaps a .ase exporter. I'll get back to you if I find anything out.
yeh that UT3 map looks pretty good but im not a big fan of spec maps on things like rocks or wood. and about this exporter. how would it work exactly? like would it convert polys to brushes? if so it would be worth looking into! reason im asking all this is coz iv never used Radient before and working back and forth with Max and Unreal took a while getting used to. so if i could avoid learnig Radient but still manage to create a map then that would be great.
Making a map in max, is basically making a model of your map and clipping it up in radiant. The big draw back is that its not practical when it comes to aligning things properly. Unless you setup your max to use grid-snap and had the same measurements radiant uses.
Though, modeling portions of maps can yield great results (such as rock formations). you cant do concave brushes in radiant, but you can import concave models.
With brush work, if you make something with 2 brushes side by side with vertices that meet, they each will have there own vertex sets. Whereas you can madel something that shares the vertices between polygones. thus cutting back on Vert count. when it comes to performance, every bit helps imo.
do NOT use the .map exporter!! lol its an infernal invention from the bowels of hell D: when you get into radiant youll cry, unless everything in the entire level is made of simple boxes. Youll have to do insane ammounts of cleanup work, cuz therell be long thin triangles sticking out of flat surfaces, brushes extended beyond where they were supposed to be, stuff like that. I tried it once for terrain....I just deleted the .map, it was unsalvageable.