A FREAKING MAP EDITOR

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Jedive
Posts: 146
Joined: Wed Apr 28, 2004 5:51 pm

Post by Jedive »

To work with Half-Life BSPs: http://www.bspfactory.tk
hey

getic sucks

Post by hey »

i tested it out, and it sucks balls...
memememe

heyhey

Post by memememe »

its just that, your visual tutorials... well, they don't show me how to compile a map to bsp without like having the exe of quake
dingo
Posts: 95
Joined: Tue Mar 09, 2004 5:02 am
Location: Brisbane, Australia
Contact:

Post by dingo »

Curtis - if you don't have access to Quake 3 why not download Wolfenstein: Enemy Territory (it is completely free and legal) play it for a while then load up GTKradiant with Wolf: ET

This won't cost a cent, pence, peso whatever and you can create bsp and just add your own textures.
-= Want your C code to control real life robots? www.users.on.net/~symes =-
BongoMan

Post by BongoMan »

Im giving Deled another go. Its texture handling is weird, but it exports X and Map format.

Vermeer> I forgot about the poly limit in gamespace, any gotchas with deled I should be aware of?
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

game space Light , if I read well the other day, is like 500-600 for character and 5.000 for objects/levels.

deled...Well, there's a problem with how it's read in irrlicht, but if i remeber well , someone answered in a thread, very recently, th eneeded lines of code.


In general, resaving in Meshview should do the deal, also. Do a search for that recent thread.

One thing cool bout deled is...soon is gonna include free lightmaps. Very small ones, but seen the output, it can look like an average basic lightmap, that in many cases may suffice...lightmaps are gonna be just 16x16 (th no limits one is comercial, but gonna be like 20 bucks or something)

Supposedly, that should mean 2 uv channel export in x, imho the way to go. Not much tools that do this two things. I am almost sure in a future we will have thius kind of x import in Irrlicht or Irrlicht Nx.

I personally prefer a modelling package to make my levels, but I'm a modeller, after all...
Finally making games again!
http://www.konekogames.com
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

Here the thread and poll that supposedly decided the inclussion of lightmapping for free in next free Deled. Which can only be good for Irrlicht :)

http://www.delgine.com/forum/viewtopic.php?t=139

Look at the screens (some links there). 16x16 lightmaps require a lot of post proccessing blur, and forget about detail, or crisp shadows, or edges of projected shadows...but it at least gives very easily that "ambience" feel , I mean, at least removes the "non lit" sensation...

Look...
http://img.photobucket.com/albums/v227/ ... ot0037.jpg

Perhaps for ppl that do not want to spend the money I have (gile[s]+ultimate unwrap) , is a good solution the comercial as is map editing and lightmaps all in one...Not yet, they're developing it now ;)
Finally making games again!
http://www.konekogames.com
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

It's already done!

They're testing it prev to release...

http://www.delgine.com/forum/viewtopic.php?t=143


Hey...Irrlicht certainly needs x with 2 uv channels... ;)
Finally making games again!
http://www.konekogames.com
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

Oh, and there's obj and 3ds import plugins ... ;)
Finally making games again!
http://www.konekogames.com
Post Reply