Some development questions

A forum about everything related to the Cafu World Editor CaWE: mapping, editing, scripting, making GUIs and fonts, using the BSP, PVS and Light compilers.
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Kai
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Post by Kai » 2004-10-20, 11:39

Hi im still not at home but got some time to spend here ;)

Please stop comparing a leveleditor with a 3d modelling software, they are based on different principle !!!

And i don`t understand... if you want details, using a modeleditor why not using a model instead of converting it into a prefab ?? (since prefabs are somehow outdated and models are now much more useful, flexible and can be much more detailed, and complex textured)

The leveleditor is used to create the main basic shape of the level. As Carsten already noticed, levels are based on brushes that are placed in an empty world, this is one of the 2 concepts to create levels (the other one is the unreal method, where the world is complete solid and you carve rooms into it, so a simple room is just a cube, not 6 walls like in hammer)
The second thing was, that Hammer and all other common leveleditors need the worldgeometry in a special grid, otherwise the compile will produce errors and gaps.
Wings and other 3d Software are not based on such a straight gridsystem, of course you can ativate a snap to grid, but thats not solving the problem ! Think of a sphere, every vertex coordinate must be a plain coordinate in the leveleditor, impossible without handediting, and therefore without deforming :?

If you want details, and the use of a modeleditor, use models :roll:
Worldbrushes are only useful for main basic rooms, or other simple architect stuff.
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Shadow
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Post by Shadow » 2004-10-20, 13:43

can you use the models as easy as the level geometry as far as collision and such goes? i was actually planning this but i dont have enough experience with this engine to know
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Carsten
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Post by Carsten » 2004-10-20, 14:21

Shadow wrote:can you use the models as easy as the level geometry as far as collision and such goes?
Basically yes.
The current demo makes use of models as "static details models", which is their normal use if they are intended to augment the detail level of a map. Have a look into the ReNoElixir map for several examples (e.g. the weld tanks, the skeleton, the stones, lamps, handrails, etc., all kind courtesy of Kai, btw. :-) ).

Per default, these models do not provide any collision detection at all, but there is a simple and efficient work-around: Placing gross clip brushes around or "over" them creates the impression that the models are solid. Moreover, you are free to create an arbitrary level of precision for collision detection this way.
Future static detail models will probably also come with native collision detection enabled.

Btw: Static detail models are created by creating "static_detail_model" entities. Setting their "model" key to a model file name, the mdl is even directly displayed in Hammer 3.5beta (and CaWE, once finished).
Here is some Hammer 3.5 specific information about this:
http://collective.valve-erc.com/index.p ... ammer_beta
(The fgd file is already properly modified, this is just for additional information.)
Best regards,
Carsten
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Carsten
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Post by Carsten » 2004-10-20, 14:27

Hello Kai,
nice to hear from you!
;)
Kai wrote:(since prefabs are somehow outdated and models are now much more useful, flexible and can be much more detailed, and complex textured) [...]
Very good points.
Moreover, CaWE will not natively support Prefabs at all, as I fully agree with Kais statements.
If somebody still wants to use Prefabs, there is a work-around though: Simply put Prefabs into a regular map file. Then open that map file simultaneously to the actual map you're working on, and use copy'n'paste for transfering prefabs to/from the "Prefabs map" to the other and vice versa. The editors "grouping" facility will make this work-around almost as simple as the native support for Prefabs of the Hammer editors.
Best regards,
Carsten
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