Will it be hard?

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Cargoslug

FNG / Fresh Meat
Mar 9, 2006
11
0
0
30
Alberta, Canada
How hard will mapping be in RO? Will it be like hammer for source sdk? or will it require much more in depth "coding" and less visual?
 
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SasQuatch

FNG / Fresh Meat
Oct 17, 2005
1,010
213
0
Netherlands / USA
Cargoslug said:
How hard will mapping be in RO? Will it be like hammer for source sdk? or will it require much more in depth "coding" and less visual?

Mostly visual stuff exept for the gameplay actors, those will need setting up properly by adding them to your map and setting booleans and variables. Sounds harder then it is though :)
 

koetje

FNG / Fresh Meat
Jan 20, 2006
71
0
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Holland
www.koetje.eu
I started with Hammer and changed to UnrealEd.
Beside the random crashes in UEd i found the WYSIWYG editor beter then Hammer.
There are some mayor differences in both and I try to give a quick summery

- Working with substraction and Addition brushes (unlinke hammer that has only addition brushes in which you can do boolean calculations like cut)
- Much more easier adding of custom textures or static meshes
- real time lighting (no need to go into lvl to see the lighting)
- Real terrain with heightmaps for easy manupilation of terrains
- Real water level with highly customable settings.
- possibility to add scripts or stuff like bones to your lvl so you can make scripted sequences (although you dont need it to make a lvl)
- not too difficult shader support (although you need some knowledge how these work)
- Real good support in tutorials through 3Dbuzz or epic website (beside the howto's from RO)

There are many advantages from UEd compared to Hammer but only 1 thing i really missed from Hammer <ctrl>E :)
There is an irc channel devoted to the community leveldesigners ... #RO-Leveldesign on gamesurge so if you have questions we hope to help you out there (realtime :) )
 

Zell

FNG / Fresh Meat
Nov 21, 2005
1,273
3
0
Maine, USA
Euuh, I really want ot start making more pretty maps with all the pretty new static meshes! Sexy indoor furniture meshes for the mothaf***in win!

Won't ever release one though. :p
 

EvilHobo

Grizzled Veteran
Dec 22, 2005
2,613
192
63
Germany, NRW
What would you imagine UnrealEd would be like for someone transitioning from the GTK Radiant tools (COD/COD:UO)? I know they're both different engines, but what, if any, similarities are there in the development process?
 

SasQuatch

FNG / Fresh Meat
Oct 17, 2005
1,010
213
0
Netherlands / USA
EvilHobo said:
What would you imagine UnrealEd would be like for someone transitioning from the GTK Radiant tools (COD/COD:UO)? I know they're both different engines, but what, if any, similarities are there in the development process?

Switching is usually a bit frustrating. The biggest differences are terrain editing and the way you handle and reshape your BSP.
 

Mike233

FNG / Fresh Meat
Apr 17, 2006
14
0
0
yea i will be switching over from the radient program aswell, and iv been using that for some time now(since mohaa)
 

Monk

FNG / Fresh Meat
Nov 21, 2005
82
0
0
I hated UED compared to Hammer. Still do. =) But I like RO more than any Hammer based games...so I guess to each his own. But anyhow, to answer your question yes it is hard...and no its not programming based so much. Almost all of mapping is graphical other than setting up some basic parts of maps unless you want to get crazy and do some interesting stuff.

Monk