Honestly, it does look brighter in the game. Expect this to be released at some point, still at a very early stage of the construction process through.
Dear God man, that's gorgeous. How easy is Radiant for that thing? I mean, if it looks this good, and with the textures that appear to be in-game, maybe I should bite the bullet, buy a copy of Doom 3 and make Virtual Serenity in that. ~Kyle
The editor for doom3 (doomedit) is fantastic. First off, no compile times! Well you have to do a bsp compile but that is very minor when you consider that you no longer need to do a lighting or visibility compile. Also because the editor is built into the game it uses the game renderer in editor meaning you can see what changes look like in real time. Doomedit is a little bit buggy and will crash occasionally (maybe of handful of times total only for me though) Overall a pretty stable program and hey it was used to make the game. GTKRadiant is gradually getting doom3 support added to it so if you use that program you will have no problem moving over. Since Elite Force is a q3 engine game it should be a relatively minor job moving over any already built resources you have and then just needing to retexture and light them. Also, I won't show it here because it is relatively crap, but after seeing Serenity the other night when I got home I decided to throw together, from memory, the main passageway from that ship. Looked pretty nice so I would recommend you give this a try. fake edit: If you intend to make this map for multiplayer, you will also have the advantage that Quake 4 has just gone gold and is going to be released soon. It's based off the Doom3 engine and all signs are that it is going to be as good in multiplayer as Q3 was.
This area has only had about three hours of work put into it so is obviously still pretty damn rough. I haven't even started modelling the rockwork yet so all the rockage in there is purely placeholder at the moment.
So, does Doomedit basically work the same way as Radiant? Basically, your thread alone convinced me to run out this weekend and pick up a copy of Doom 3. Basically, when sifting through my Virtual Serenity stuff, I've been kind of disappointed with my work, so I figured that I'd probably start anew with the Doom 3 engine, while using my original as a reference guide. The cockpit's a bitch, let me tell you. ~Kyle
As far as I can tell Doomedit is based off qeradiant, there are various obselete references throughout the program referring to qeradiant. Even if it is different though to what you are used to it is easy to pick up. Before I started playing with Doom 3 I had purely used Worldcraft for Quake mapping and a few days of playing got me what you see here. http://www.doom3world.org/ will be your friend. It's an amazingly useful forum in all level design areas. Register over there and any problems you do run into will be answered. Regarding the cockpit, either learning to use a modelling program and then importing pieces into the game, or making the thing out of patches is definitely the way to go. Building complex small pieces out of brushes can only bring headaches. My username over there is Tron btw if you want a familiar face to show you around that place.
Cool. Personally, I would build the cockpit out of patches, but I've yet to figure out how to really work with them. Time to go a Googlin' for some tutorials, I'd imagine. ~Kyle
Well, I bought the bloody game, and in the middle of the initial "loading" screen after I start a new game it shoves me back to the main menu. Dammit. ~Kyle
OK, so when it dumps me back to the loading screen I have to start it again. Uhhh...OK. And holy mother of God making triangular planes is hard. But they certainly solve the window problem. ~Kyle
Have you got the editor setup properly? There are various command line settings you have to add to make it run decently..
Yep. And that was a bitch, let me tell you! Sadly, I won't have much time to delve into it this weekend. Homework and such. ~Kyle
What on Mars could cause damage like this? Ah yes, the crash of your darkstar might do it. These will probably be the last screenshots I put out onto the web before release. While I only just finished building this area a few days ago, it has been planned since I started work on this map so as you can imagine I am a little annoyed that Quake 4 stole my opening environment.
Bah, it seems that with the loss of the gallery all the images are temporarily gone. /me crosses fingers they are coming back.
I can't be bothered retagging all the previous images since the filenames have been changed with the gallery restoration. They are in my folder in the gallery if anyone wants to look at older ones for any reason. Heres a couple of more recent shots. http://www.wordforge.net/gallery/files/119-shot00053_original.jpg http://www.wordforge.net/gallery/files/119-shot00052_original.jpg http://www.wordforge.net/gallery/files/119-shot00052_original.jpg
Hmm, seems I messed up the tagging and it is too late to edit the post. Here is what the other two images should have been...
Looks good. Have you got a plan view of it all? I have not ever seen the Doom# editor so I don't really know how you can output but would love to see some more WIP.
The newest and greatest updates will always be on my site: http://mapsbytron.com/maps.html But just for you here are the other pictures I have uploaded at the moment. I'll take a screen capture from the editor later on showing the plan view.
Was just in chat when I remembered I still owed you the plan images. So here's a couple from various chunks of this level. They're at my full desktop resolution so I've put them behind spoiler tags.
http://www.mapsbytron.com/abd3sp1-2of3.avi An eight minute runthrough of the second of the three maps from the mini-pack.
Have not looked at the movie yet but those plans look nice. I love the amount of effort that has gone in to this. Dear god 7341 brushes. That must have taken a while.
It's been going since last year but for a big sp map that's a pretty low number of brushes. One guy I know has a map still unreleased that is sitting around the 30,000 brushes mark and still climbing. :o
To be honest no. Add me via MSN or something so you can pester me into doing it, at the moment I have this, a Prey map, a Into Cerberon map (I mod I am working on) and a couple of other side projects going so things tend to get easily forgotten.
I watched the video last night. It looks cool! Admittedly I got lost and turned around a bit but it looks pretty damned proffesional. So is this part of a larger thing or a stand alone level (sorry if that has been answered).
It's part of a larger level. The project I am working on is one large level split up into three smaller chunks to improve loading times. This is the second (and shortest) chunk out of the three.
Based on this, among other things, I yesterday had an interview for a level designers position. Find out early next week whether or not (likely not) I was succesful.