Is mapping with Spark really that complicated?

MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
edited November 2012 in Mapping
<div class="IPBDescription">This thing is highly frustrating right now....</div>Heyo "Sparkers",

I tried to do some level design with the Spark Editor, but this thing seems to be the highest type of brood from hell, which I have ever seen...no offense.

I checked out the Guidelines, checked out some infos and tutorials here on the Forums, but I have the feeling, that this...thing wants to frustrate me.

I cannot get stuff done in the Spark Editor.

I have my history with 3D Studio Max, WorldCraft (GoldSource Engine), Hammer Editor (Source Engine) and a wide range of Unreal Editors from Unreal Engine 1 to 3 (from Stable to Highly Unstable) and always managed to figure them out and get something decent done.

But whatever I do in Spark, it does what it wants and not what I want.

Maybe I'm to much used to mapping Hammer-Style for Half-Life 2, where I just drag and drop a brush block, adjust it in size, without accidently touching any other geometry and press Enter and BAM, there it is. No matter if a flat surface or a box or whatever. It just works.

I'm well aware, that this Tool is most likely not in a final stage (I cannot even open ns2_veil properly with it) and I actually miss a few tiny features...like an info, which tells me, what size the piece of geometry has, which I currently have selected..and bit more tolerance on what I can select in terms of edges, before the Editor says "lets select the point or line next to it".

Another thing, which annoys me, is:

I only use the Perspective View (tried it with a 4-Window Setup before, where I had Top, Front, Side, Viewport before) and if I try to create a Face or Line, the tool either goes straight into one direction without snapping to the grid (either on the X, Y or Z line) or it goes BLARG all over the place. Not everytime, but often.

When I tried to follow some smaller tutorials from Community Members, I had hard times to accomplish the same thing, because the Spark Editor acted really weird. I couldn't re-create the content from Evil_bOb1's Tutorials he posted here (as an example):

<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115823&st=60&p=1922342&#entry1922342" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1922342</a> (Post #65)

Done letting off some steam...heh...steam...

Anyway,

If anyone can give me some advice on how to properly use this Editor and tell me what I might be doing wrong...I would be highly greatful.

Greetings,

Maxunit

EDIT:

Okay, I ranted, let off some steam...I started Spark again, tried it again in a VERY VERY calm way and now I seem to get stuff done...still, the tool is hard to use.

Comments

  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    Hey man.
    I am also 3dsmax background. Forget what you know about hammer.
    People will argue differently but I don't EVER draw a line and make a face with the edges. (ie that evil bob tutorial.)
    I deal exclusively with perspective view-port and whole faces. Copy, pasting and extruding them and drawing new ones when needed. Line tool I use only for cutting but it doesn't always cut properly anyway.

    A few things to look out for.
    Any verts will eventually start to shift from their spot for no reason by the smallest of margin.
    You will also get floating edges and verts because they can exist without a face. By this I mean you can delete a face and the verts will remain unless you select all the verts and faces too (double click).
    Occasionally you should clean up the mess that has become of this. Marquee select everything with verts and edges deactivated, CUT everything you have selected. Re-activate verts/edges, select them all and delete. Paste what you have cut and you are back.
    After this you might also want to select all the verts and weld them together. This will kind of fix any small gaps formed by verts shifting off their grid on their own.

    Good luck!
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    Yeah, it takes some effort to get used to it, especially when comming from Hammer. But as you said, you have some experience with 3DS Max, which workflow is much closer to Spark. When you will get grasp of the editor, you will find the creation of geometry easy.

    Unfortunatelly texturing that geometry is different story...
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    It's a bit of a weird combination of Hammer and Sketchup... But lacking proper texture tools and it has some other "bug" annoyances...
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    edited November 2012
    So far I'm coming along...well. There are really some annoyances in the Spark Editor. I hope UWE changes/improves this. I pretty much put away everything I know from Hammer and Unreal Editor and try to grab my 3ds max memories again...they are a bit rusty.

    I noticed already, that the Texture Tools really lack a lot of stuff.

    Is the Spark Editor still pretty much Pre-Alpha? Feels like it :/
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    <!--quoteo(post=2011865:date=Nov 6 2012, 01:29 AM:name=alibi)--><div class='quotetop'>QUOTE (alibi @ Nov 6 2012, 01:29 AM) <a href="index.php?act=findpost&pid=2011865"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->People will argue differently but I don't EVER draw a line and make a face with the edges. (ie that evil bob tutorial.)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hehe, funny. For me, the line tool is the best friend :-) Although it is little buggy and makes Editor crash often (especially after undo)

    <!--quoteo(post=2011865:date=Nov 6 2012, 01:29 AM:name=alibi)--><div class='quotetop'>QUOTE (alibi @ Nov 6 2012, 01:29 AM) <a href="index.php?act=findpost&pid=2011865"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Occasionally you should clean up the mess that has become of this. Marquee select everything with verts and edges deactivated, CUT everything you have selected. Re-activate verts/edges, select them all and delete. Paste what you have cut and you are back.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Or you can select all your geometry, put it in a layer and hide. All excess vertexes and edges will remain unhidden and could be deleted. But beware not to have selected geometry in multiple layers, sometimes it let you delete edges that are belonging to existing face.

    <!--quoteo(post=2011865:date=Nov 6 2012, 01:29 AM:name=alibi)--><div class='quotetop'>QUOTE (alibi @ Nov 6 2012, 01:29 AM) <a href="index.php?act=findpost&pid=2011865"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->After this you might also want to select all the verts and weld them together.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Welding vertexes is good idea, even though that some prominent mappers don't do that :). Only hindrance is, that later modification of geometry becomes little bit complicated. The best way then, is to select faces you want to change, cut and paste them. Then they will have they own edges and become independent of surrounding faces. Then you should clean the excess edges with forementioned method.
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    <!--quoteo(post=2011915:date=Nov 6 2012, 02:18 AM:name=Maxunit)--><div class='quotetop'>QUOTE (Maxunit @ Nov 6 2012, 02:18 AM) <a href="index.php?act=findpost&pid=2011915"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is the Spark Editor still pretty much Pre-Alpha? Feels like it :/<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, it is. They will start to upgrade it after the NS2 version 1.0 will settle down. Some revolve and sweep tools could be cool...
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited November 2012
    <!--quoteo(post=2011915:date=Nov 6 2012, 02:18 AM:name=Maxunit)--><div class='quotetop'>QUOTE (Maxunit @ Nov 6 2012, 02:18 AM) <a href="index.php?act=findpost&pid=2011915"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is the Spark Editor still pretty much Pre-Alpha? Feels like it :/<!--QuoteEnd--></div><!--QuoteEEnd-->
    They have been looking for a tools programmer for over a year now I think. Max just doesn't have the time to make his own Lua compiler, optimize the engine, fix engine bugs, implement new features and do the tools programming all by himself.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I have to admit, the editor makes it more difficult than I put it. You have to know how to orientate the view so the line goes where you want it to, and make use of the alignment guide which doesn't always activate among other issues. At this point you just have to practice with spark, and if you are used to modeling, I am sure you will find your own tricks. The editor is very rough though, something to acknowledge. Different mappers around here have very different ways to accomplish what they want and this does show the versatility of spark and its great potential for the future once it gets more polish. Its not really you doing things wrong, she's a stubborn one, learn how she likes it and she'll give it back :)
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    I pretty much got some stuff done by now and either went the way to create a huge plane, cut it into pieces with the line tool or just create the required plane somewhere else and move it in place.

    Generally, if this Editor gets way more polished, it has potential, yup.

    If then even the tool called Radiance from Onos ate me gets implemented officially, so that you always edit in real-time with being able to switch between editor mode and player mode (like in the new Unreal Engine 4 or CryEngine)...would own.
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    <!--quoteo(post=2011646:date=Nov 5 2012, 11:41 PM:name=Maxunit)--><div class='quotetop'>QUOTE (Maxunit @ Nov 5 2012, 11:41 PM) <a href="index.php?act=findpost&pid=2011646"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><snip>
    I'm well aware, that this Tool is most likely not in a final stage (I cannot even open ns2_veil properly with it)
    <snip><!--QuoteEnd--></div><!--QuoteEEnd-->
    I thought the same thing the first time I opened official maps in the editor, and then I learned about layers and found out that most the map's layers were simply set to invisible. Not saying that's the problem you're experiencing, but it might be the case.
  • Ulfsark VintersorgUlfsark Vintersorg Join Date: 2012-10-19 Member: 162708Members, NS2 Playtester, Subnautica Playtester
    Can somebody please post an example of their workflow? I am used to the unreal engine. I generally make a rough outline of my map where the rooms are simple and square and hallways are the same. This is so that I can get a feel for the size of the map and just helps me visualize everything.

    Do you guys usually make all the geometry for a room then move to another? or do you make the rough outlines of a room then comeback and make it complex later?

    I am unsure how easy or difficult it is to edit existing rooms to give them a different shape than just a square or rectangle.

    Thanks!
  • [R8]DJBourgeoisie[R8]DJBourgeoisie Join Date: 2007-09-05 Member: 62176Members
    I'm attempting to create a modular system (mainly because all the props are designed with a modular flow in mind). I've created a sample hallway section that will connect to other pieces. Every section I am constructing will connect in some way to the original. Once I have all my hallway variations created (including props and lighting) I plan to copy/paste and snap my map together leaving only unique rooms and hives to be custom built. I don't know how well it will all work out but so far it seems to be ok. I've found all the poly/create/edit tools to be infuriating to work with and want to avoid having to do it as much as possible which is why I'm doing it in a modular fashion. I've made a thread in this forum a while back how I think they should add Sketchup support and/or 3dsMax etc because both of those can do everything and more Spark can without all the headaches.
  • oskurooskuro Join Date: 2003-02-07 Member: 13232Members
    edited November 2012
    I would like to start mapping also, but never used unreal / half life tools and so on before.

    I have used sketchup, and maybe just testing for a few days map editors sometimes just to see how they work, but nothing important, so... its so hard to learn mapping with spark?.

    Spark its the official tool for designing NS2 maps?

    Is there a tutorial starting from "0" for designing a map? i know it must be a very large process that u cant design a map in "2 hours" but just a guideline to know i dont know, how to create a room from "0" and then using that knowledge then be able myselft to try to design an entire map.

    And where can i download Spark from?

    Thanks!
  • KrozuKrozu Join Date: 2012-08-06 Member: 154854Members
    @ oscuro

    The editor can be found in the same folder as ns2, and yes, it's the official tool. As for how to make a map, i'm not sure if there are any real guides / tutorials for it. There's a sticky with some videos, but they no longer seem to work (or it could just be on my end). I suppose you could look around on this forum to find the information you need. Also, there is a file called Mapping Guidelines in the ns2 folder. It's outdated, but at page 9 you can find the sizes you should use for corridors and vents so units can navigate through them.

    Do know that the editor is very robust and can be a buggy piece of you know what at times as stated by some people. I haven't had any real problems with it performance wise, the only thing that drove me to the brink of insanity is how the grid acts at times (mostly when you work with some rather weird angles). And as i said, the lack of official up-to-date information at this time is a little frustrating.

    With all that said, i really enjoy using it. Reminds me from years ago in school when we learned to use AutoCad, i seemed to be the only one having fun with it. ;D
  • TwixitTwixit Join Date: 2012-11-05 Member: 167120Members
    <!--quoteo(post=2013899:date=Nov 7 2012, 12:41 PM:name=oskuro)--><div class='quotetop'>QUOTE (oskuro @ Nov 7 2012, 12:41 PM) <a href="index.php?act=findpost&pid=2013899"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would like to start mapping also, but never used unreal / half life tools and so on before.

    I have used sketchup, and maybe just testing for a few days map editors sometimes just to see how they work, but nothing important, so... its so hard to learn mapping with spark?.

    Spark its the official tool for designing NS2 maps?

    Is there a tutorial starting from "0" for designing a map? i know it must be a very large process that u cant design a map in "2 hours" but just a guideline to know i dont know, how to create a room from "0" and then using that knowledge then be able myselft to try to design an entire map.

    And where can i download Spark from?

    Thanks!<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--coloro:#808080--><span style="color:#808080"><!--/coloro-->Actualy the Spark is realy easy to handle...it just took me about 3 h to bring up a map running. (just a rectangled readyroom + two Tech-Points)
    Of course it isnt my first editor I use. Im mapping since Starcraft and went over Unreal 2, CS (Halflife), Warcraft 3, Cs:S (Hammer), SC2 (Hardcore Editor)...I think I missed some but nvm.

    What I can say about the Spark is, I realy miss some stuff at the moment, but that makes it easy to get in the mapping and further more its kinda Alpha-Editor.

    When you now want to start mapping for NS2, you should be sure you know strategies of gaming, caus thats the most important. Sure if a map looks pretty nice people will like it, but if there are some imbalanced things the work is for nuts.<!--colorc--></span><!--/colorc-->

    <b>1st you should try to scatch your map on paper and always keep the balancing in mind. Strategic points should be realy thought-out.

    2nd dont forget the micro mechanics...you need places to hide and stuff. This gets important when you design a room.

    3rd keep enough place for buildings, even in corridors you need place for placing senturys and stuff.

    So it can happen that you create a room, work for like 1 day and then you realize "that is stupid" and you drop it.

    So think before you do some stuff.</b>

    <!--coloro:#808080--><span style="color:#808080"><!--/coloro-->What I usualy do is, I check the original maps and get me some inspiration and envolve my pretty own style.

    And just check the Mapping-Manual in the Natural Selection 2 folder. First you should know what a map even needs to be run.

    - And Yes, SPark is the official Editor.

    - There are some people who explain things, just walk through the forum.

    - When you got NS2, you got the Spark. It is placed in the NS2 folder.<!--colorc--></span><!--/colorc-->

    Greez Twixit
  • oskurooskuro Join Date: 2003-02-07 Member: 13232Members
    Ok thanks both for answers.

    So, as its the official tool for map designing, UWE used also that tool for the NS2 original maps? or well, they maybe used another tools apart of spark.

    I just want, u know, to start designing maps, to see how everything works and as a hobbie to start doing little things and well, who knows.

    I have played since 2002 this game so i know lighting, strategy and so on its very important, this is not counter strike... here you play as a team or you lose, and the maps have to be balanced and all that you said.

    I found also a post with videos, but those videos no longer exist, yeah, i will try with youtube also, and will check later at home that NS2 folder to execute spark and that PDF manual, thanks for the tips :)
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    The editor is both great and annoying at times, some stuff it makes real easy but it comes with some serious bugs, like stuff going off grid, the rotation bug, occasional face distortion and other grid problems, texturing also needs improvement but overall the editor is quite good compared to others and has a lot of potential.

    It took my a while before i realised just how powerful the extrude tool is when used in combination with resize and rotate, before i did a lot more copying and resizing of individual faces which isn't the best way, the other bonus is everything stays aligned, you can waste ages on small details if you're not careful so plan ahead how you can make stuff.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2012893:date=Nov 6 2012, 01:17 PM:name=Ulfsark Vintersorg)--><div class='quotetop'>QUOTE (Ulfsark Vintersorg @ Nov 6 2012, 01:17 PM) <a href="index.php?act=findpost&pid=2012893"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can somebody please post an example of their workflow? I am used to the unreal engine. I generally make a rough outline of my map where the rooms are simple and square and hallways are the same. This is so that I can get a feel for the size of the map and just helps me visualize everything.

    Do you guys usually make all the geometry for a room then move to another? or do you make the rough outlines of a room then comeback and make it complex later?

    I am unsure how easy or difficult it is to edit existing rooms to give them a different shape than just a square or rectangle.

    Thanks!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Many mappers here do not do that... but I'd argue it's VERY bad practice. NS2 maps are large and insanely complex in terms of the gameplay mechanics that interact within them. It's probably not the ideal way to do things in terms of work flow, but some of these guys are getting themselves into a nightmarish spot where they have gameplay errors in their maps that will take months to fix just because they put the final touches on some area that they find out is completely unworkable as soon as a half dozen games take place on the map.
  • TontowTontow Join Date: 2012-11-14 Member: 171161Members
    I just find it hard to beleve that the devs made the current maps with spark in its current state and still have hair left.


    Is there any way to use something like milkshape or 3dmax to make a map?
  • Who is Mike Jones?Who is Mike Jones? Join Date: 2011-10-29 Member: 130080Members
    My complaint is when I texture one room it selects faces in other rooms and screws up those textures. They need an ignore backfaces button.
  • DementeiDementei Join Date: 2012-11-12 Member: 169757Members
    Anyone have this problem? And know of a work-around?

    <img src="http://i.imgur.com/COMor.jpg" border="0" class="linked-image" />

    Rectangles/lines don't stay straight coming off another plane/vertex, it's like all 4 edges have to be touching something else or it tilts.

    Also, how do I make a skybox like in source games, I want an open ceiling for most of a map.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    edited November 2012
    You'll probably have to do it the long way and create that face seperatly and move/resize until it fits, a lot of this stuff fails to work as expencted half the time, they need to make it better, the tools need a few big improvements to get things up to a good standard.

    To have an open sky first make a box with faces inside, then add it to a group called CollisionGeometry, make it glass textured or put it in a hidden layer if need be, oh also make sure you have a skybox entity somewhere and select the one you like in properties, when something is open to the void it will see the skybox.
  • DementeiDementei Join Date: 2012-11-12 Member: 169757Members
    Thanks Magneto, I wish the editor will be improved greatly soon.

    I'll try that out with the skybox, I doubt I can get actual skybox lighting though, will have to make separate light entities around the map.
Sign In or Register to comment.