Mapping

alfie275alfie275 Join Date: 2009-08-26 Member: 68602Members
edited August 2009 in NS2 General Discussion
<div class="IPBDescription">How it gonna work.</div>Will it be brush based with models, like in hammer or will we be forced to model the map? Sorry if this has been said or maybe you are gonna use hammer? Also I reckon for map logic use like hammer but allow for a Lua based point entity which reads from a file so advanced maps can do cool stuff. Also if based on hamme but not using hammer allow variables in the basic logic system because that was annoying in hammer no variables .
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  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1725677:date=Aug 31 2009, 02:31 PM:name=alfie275)--><div class='quotetop'>QUOTE (alfie275 @ Aug 31 2009, 02:31 PM) <a href="index.php?act=findpost&pid=1725677"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will it be brush based with models, like in hammer or will we be forced to model the map? Sorry if this has been said or maybe you are gonna use hammer? Also I reckon for map logic use like hammer but allow for a Lua based point entity which reads from a file so advanced maps can do cool stuff. Also if based on hamme but not using hammer allow variables in the basic logic system because that was annoying in hammer no variables .<!--QuoteEnd--></div><!--QuoteEEnd-->
    We don't know many specifics about the level editor, bu we d know it is a home grown editor and not Valve's Hammer editor. It supposedly has "Hammer-like" features, but also borrows the best features of other level editors. There are other members on here that have been following it more closely and can give you more details.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited August 2009
    Well I definitely don't have the answers to all your questions, but I do believe I've read or seen in a video or something that the developers stated that the NS2 editor would be designed to be similar to Hammer so that those familiar with the Half-Life world of mapping would be pretty much right at home. And with the niftyness of no compiles, it could very much prove to be a very quick, easy, and maybe even better, mapping experience.

    But for the rest of your questions... We'll probably need to wait for the release of the Tools to find out any of that info. I'm sure there will be some kind of documentation released alongside the Tools to explain those intricacies.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    I'm quite thrilled about the prospect of a new no-compile map editor. I used to do some mapmaking with Worldcraft, Hammer's predecessor, for Quake2 ages ago. I was 'kind of' interested in mapmaking for NS1 as well, but never got around to teach myself Hammer, or just generally bother. I won't have so much free time in the upcoming year, but I might give it a try on my spare time.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    next we need a map editor that works while people are playing the map in-game :P instant feedback

    or multi-mapper lan support
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=1725711:date=Sep 1 2009, 10:59 AM:name=monopolowa)--><div class='quotetop'>QUOTE (monopolowa @ Sep 1 2009, 10:59 AM) <a href="index.php?act=findpost&pid=1725711"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->next we need a map editor that works while people are playing the map in-game :P instant feedback<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's almost essentially how the UWE tools are intended to work.
    <!--quoteo(post=1725711:date=Sep 1 2009, 10:59 AM:name=monopolowa)--><div class='quotetop'>QUOTE (monopolowa @ Sep 1 2009, 10:59 AM) <a href="index.php?act=findpost&pid=1725711"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->or multi-mapper lan support<!--QuoteEnd--></div><!--QuoteEEnd-->
    Would be awesome, but implementation is a little ways off I think for that to be effective.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    So with no compiling, how will the game handle map errors like leaks etc.?
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    edited August 2009
    <!--quoteo(post=1725718:date=Sep 1 2009, 11:37 AM:name=monopolowa)--><div class='quotetop'>QUOTE (monopolowa @ Sep 1 2009, 11:37 AM) <a href="index.php?act=findpost&pid=1725718"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So with no compiling, how will the game handle map errors like leaks etc.?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Perhaps there's enough smarts in it that it won't matter.


    EDIT:
    Keep an eye on <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Natural_Selection_2_Mapping" target="_blank">this page on the wiki</a> and contribute to it once more details are available!
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    The Editor is brush based with model support, just like hammer. Except it isn't as annoying. Leaks, what leaks? You won't get leaks in this because there's nothing to compile. You save and go and jump straight into the map with no problems :)
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    does this mean we can have as many holes as we want and itll all be cool? :D
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    Pretty much. Don't let that make you think you can be super lazy though!
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited September 2009
    Looking forward to a (w)hole new level of pit of dooms.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    sweet, thanks for the quick reply Dux!
  • LordHorusNLLordHorusNL Join Date: 2009-08-31 Member: 68658Members
    Great topic, is there also any word on what kind of grid is used in the editor? (for creating models that snap in place)
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    Uhm I'm not quite sure what you mean but the grid is adjustable in scale and the models snap to grid as expected, yes.
  • FortuneFortune Join Date: 2009-04-27 Member: 67290Members, Constellation
    edited September 2009
    The grid will just be a generic grid, anything you make in say... max or xsi which is 128 units in width, length and height will be 128 units in the editor.

    As for leaks and such, well if it's an additive world space in which you add brush to it, then being able to see into the void will probably produce a hall of mirros effect.

    With the hammer editor, leaks prevent the editor from knowing which space is the game space and which space is the void, so during compile the editor can't work out how to properly compile lighting and it won't perform vvis, which tells the computer during gameplay which parts of the map to occlude. If you find a leak in game, it will show up as a hall of mirrors effect.

    The NS2 map maker however calculates lighting on the fly in the editor and the game engine itself uses dynamic occlusion while you play the game, so no vvis to compile either. I'm guessing if you see the void in NS2 it will just be a HOM effect... maybe it would mess up the dynamic occlusion?
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited September 2009
    Are there Cargo Bays in the current maps? :P

    Now the serious question is... does NS2 still let mappers modify the gamma (I think it was env_gamma in NS)?
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    <!--quoteo(post=1725780:date=Sep 1 2009, 09:08 AM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Sep 1 2009, 09:08 AM) <a href="index.php?act=findpost&pid=1725780"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are there Cargo Bays in the current maps? :P

    Now the serious question is... does NS2 still let mappers modify the gamma (I think it was env_gamma in NS)?<!--QuoteEnd--></div><!--QuoteEEnd-->

    The more important question: Are there items that rotate ?
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    I asked before in the Engine Question thread, but at the moment I didn’t receive an answer, so I rephrase my query here:

    I want to know if the dimensions ( map grid ) in the new NS2 engine are equal to the Hammer Source, for example in that engine the player has 72 units in height.

    <a href="http://developer.valvesoftware.com/wiki/Dimensions" target="_blank">http://developer.valvesoftware.com/wiki/Dimensions</a>
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    Are there cargo bays that rotate?
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    I was going to ask them about collaborative featueres, such as "multi-mapper lan support." Specifically I was going to ask them if they will implement <a href="http://en.wikipedia.org/wiki/Verse_protocol"" target="_blank">Verse</a> which is a protocal to allow information to be shared by computers in real-time. So mappers could work on a level together (or one mapper can give suggestions in real-time to another mapper by showing them exactly what they mean in the editor), modellers can work on a model together etc. Just never got around to it.

    Even if they don't implement something like this from the get-go, I'm sure they can do it later, or someone will Lua it up.

    The editor AFAIK, uses additive brushes rather than subtractive (UED <=2.0).
    Also, why would you need variables?
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited September 2009
    <!--quoteo(post=1725785:date=Sep 1 2009, 11:34 AM:name=KungFuDiscoMonkey)--><div class='quotetop'>QUOTE (KungFuDiscoMonkey @ Sep 1 2009, 11:34 AM) <a href="index.php?act=findpost&pid=1725785"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The more important question: Are there items that rotate ?<!--QuoteEnd--></div><!--QuoteEEnd-->

    :)

    Sorry Mendasp but I definitely laughed there.

    Oh and thanks for the information there dux!
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    <!--quoteo(post=1725785:date=Sep 1 2009, 05:34 PM:name=KungFuDiscoMonkey)--><div class='quotetop'>QUOTE (KungFuDiscoMonkey @ Sep 1 2009, 05:34 PM) <a href="index.php?act=findpost&pid=1725785"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The more important question: Are there items that rotate ?<!--QuoteEnd--></div><!--QuoteEEnd-->

    EVEN more important: Will there be purple?
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    <!--quoteo(post=1725803:date=Sep 1 2009, 12:44 PM:name=sherpa)--><div class='quotetop'>QUOTE (sherpa @ Sep 1 2009, 12:44 PM) <a href="index.php?act=findpost&pid=1725803"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->EVEN more important: Will there be purple?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'll make sure there is purple. Comprox has been bugging me for that for a while now.
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    <!--quoteo(post=1725795:date=Sep 1 2009, 01:46 PM:name=NS-SkorpioN)--><div class='quotetop'>QUOTE (NS-SkorpioN @ Sep 1 2009, 01:46 PM) <a href="index.php?act=findpost&pid=1725795"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I asked before in the Engine Question thread, but at the moment I didn’t receive an answer, so I rephrase my query here:

    I want to know if the dimensions ( map grid ) in the new NS2 engine are equal to the Hammer Source, for example in that engine the player has 72 units in height.

    <a href="http://developer.valvesoftware.com/wiki/Dimensions" target="_blank">http://developer.valvesoftware.com/wiki/Dimensions</a><!--QuoteEnd--></div><!--QuoteEEnd-->


    76. Scales are a little different.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited September 2009
    <!--quoteo(post=1725801:date=Sep 1 2009, 09:32 PM:name=Invader_Scoot)--><div class='quotetop'>QUOTE (Invader_Scoot @ Sep 1 2009, 09:32 PM) <a href="index.php?act=findpost&pid=1725801"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->:)

    Sorry Mendasp but I definitely laughed there.

    Oh and thanks for the information there dux!<!--QuoteEnd--></div><!--QuoteEEnd-->
    To be honest, I was thinking about doing the joke myself, but I thought people would want to murder me and I like being alive, so...

    KFDM, you know that the thing that separates my maps from the rest are painfully bright white light_spots!
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    <!--quoteo(post=1725811:date=Sep 1 2009, 01:40 PM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Sep 1 2009, 01:40 PM) <a href="index.php?act=findpost&pid=1725811"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To be honest, I was thinking about doing the joke myself, but I thought people would want to murder me and I like being alive, so...

    KFDM, you know that the thing that separates my maps from the rest are painfully bright white light_spots!<!--QuoteEnd--></div><!--QuoteEEnd-->
    light_mendasp is less amusing to joke about ;p
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    No more compiles? No more leaks? When ever will I have time to exercise while waiting?
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Multiple people editing the map while the game is running? Hmm... sounds like an interesting game in itself. Use up res to modify (add or substract) a certain amount (volume) of geometry ftw. The possibilities seem endless!
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    <!--quoteo(post=1725809:date=Sep 1 2009, 05:23 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Sep 1 2009, 05:23 PM) <a href="index.php?act=findpost&pid=1725809"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->76. Scales are a little different.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thank you very much!
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    This is sort of an engine in general question but compared to source it is a mapping question too.

    Source has the rather annoying habit of hurking and dying if you put too much stuff in it, now NS2 won't have a lightmap to worry about but how much 'stuff' can you put in before the map just won't load?

    In source this isn't very much, and the maximum grid extents also mean that you can't make big outdoor maps. I know NS is supposed to be modtastic but it is after all designed for a quite small-space game, NS maps are not huge things, so will it feature the same sort of serious maximum size limitations as source, as well as maximum complexity limits that are often too severe to even make detailed small maps, let along big maps.

    I ask because I have a lovely idea for a cooperative gamemode which would involve large maps and huge concentrations of possible data, to create randomised layouts, by spawning in different rooms and wall sections to change the entire structure of an area each time the game is played, like spawning in a wall to make a long corridor short and replacing some sections with doors that lead into a randomly selected room etc. I could do all of this in hammer but the lighting model would produce horrible looking errors and the sheer amount of data would make the game explode if I ever tried to load the map.
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