That doesn't look too good...
It's a start though I guess.
For those perhaps wanting to know, here is the Spark Launch Pad that contains all your modding tools looks like.
[IMG]http://img411.imageshack.us/img411/906/launchpadpreview.png[/IMG]
[QUOTE=Hostel;22591064]Don't get worked up, I simply chose expensive industry software because that it really just what works best if you plan to model an entire level. I have used Blender and I find that acceptable as well (I am glad there is at least one good open source 3D modelling software out there, I wouldn't really suffice with anything else that was free). I was also aware about was Epic did with their engine in November last year and how it has become open to all indie devs. You just pay an initial lump sum of about $100 to release your game, and you give 25% of revenue back to Epic after you make $5000 worth of profit. I was not aware of the Express version of VS, so you have me there. As for the nature of level design, a project can be completed faster with another development kit, depending on what the tools are curved for. Unknown Worlds said that they dropped Source because of its time consuming pre-compile schemes. They designed something that would allow them to see their changes at run-time. So in that sense, different editors make a difference depending on the size of your team. Smaller teams, or one person, work better with Source and the Spark than Unreal Engine 3.[/QUOTE]
I don't know how it works for NS2 but in the case of UDK, you don't "model a level", you make props or "chunks" of models that fit into each other seamlessly (or just make props and make the rest of the world with brushes).
As for NS2 Editor having WYSIWYG interface, so does UDK.
But hey this is a thread about how NS2 is awesome so I'm not gonna keep this argument.
[QUOTE=DeanWinchester;22599587]I don't know how it works for NS2 but in the case of UDK, you don't "model a level", you make props or "chunks" of models that fit into each other seamlessly (or just make props and make the rest of the world with brushes).
As for NS2 Editor having WYSIWYG interface, so does UDK.
But hey this is a thread about how NS2 is awesome so I'm not gonna keep this argument.[/QUOTE]
You know how much of a BITCH it is to make the world entirely out of brushes in the unreal engine?
For a start they require being re-compiled even if you're just moving them elsewhere in the viewport. Second, the BSP tools on the Unreal engine are bloody awful and clunky. Third, most of the pros recommend NOT using brushes as much as you can because they're apparently much more expensive than models.
So yeah, basically your only real choice is making it out of models.
[QUOTE=selby3962;22600698]You know how much of a BITCH it is to make the world entirely out of brushes in the unreal engine?
For a start they require being re-compiled even if you're just moving them elsewhere in the viewport. Second, the BSP tools on the Unreal engine are bloody awful and clunky. Third, most of the pros recommend NOT using brushes as much as you can because they're apparently much more expensive than models.
So yeah, basically your only real choice is making it out of models.[/QUOTE]
The same goes for Source and many other engines, a compiled model runs faster than a brush equivalent. A hardware occlusion engine like Unreal Engine 3 really just works better with being more model-based.
I'm not ragging on UDK, it's a just a different way of doing things, a little more time consuming for someone with a small team, but the results are substantially better to balance out the con.
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