Mapping
alfie275
Join Date: 2009-08-26 Member: 68602Members
<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 .
Comments
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.
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.
or multi-mapper lan support
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.
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!
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?
Now the serious question is... does NS2 still let mappers modify the gamma (I think it was env_gamma in NS)?
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 ?
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>
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?
:)
Sorry Mendasp but I definitely laughed there.
Oh and thanks for the information there dux!
EVEN more important: Will there be purple?
I'll make sure there is purple. Comprox has been bugging me for that for a while now.
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.
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!
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
Thank you very much!
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.