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m4dmax
07-14-2006, 06:36 PM
Been fooling around with it for a while now, got a map I can run around in, with doors and such but has anyone figured out how to mess with gravity? I tried messing with volume_gravity and all those other things but to no success. Same goes for wall walking, anyone know how to put those in the map.

Zogger
07-14-2006, 06:48 PM
best you can do is copy the maps out of the pk4s (using winrar or something) and look at what they've done - it's it's kind of difficult to see what's actually going on in the maps because of all the gravity brushes.
I'm new to doom3 engine mapping tho. Still getitng used to not being able to move around the 3d view with wsad like in hammer ;).

If you find playing the game in multiple dimensions disorientating, the editor is even more so

JOConnell
07-14-2006, 07:06 PM
Wallwalking is a pretty simple feature to put in. I'm trying to think of it off the top of my head but basically all you need to do is apply the wallwalk texture to a surface. The texture should be located in the "special" directory in the texture browser.

You will want to make a patch curve (or something simliar) in order for you to make a smooth transition from your starting surface.

As for gravity, I'll get into that later! :) Wife is making dinner and I just got back from work.

m4dmax
07-14-2006, 07:27 PM
awesome thx, ill play around with the wall walking for a bit.


If you find playing the game in multiple dimensions disorientating, the editor is even more so

I got a good handle on the editor, it resembles the codRadiant and cod2radiant a good amount and Ive been mapping with those for a while now. Its just a matter of figuring out the new things

rck
07-14-2006, 07:50 PM
has anyone figured out how to mess with gravity? I tried messing with volume_gravity and all those other things but to no success. Same goes for wall walking, anyone know how to put those in the map.Yeah, it's pretty easy to use.

The volume is where that gravity will have effect. You'll also need to set the 'gravity' value which tells Prey which direction the gravity is oriented to. As well as doing 'enabled' to 1 if you want it on by default.

I find that enabling the debug to show the gravity vector is very helpful (its a keyvalue on the entity itself - can't remember the name now).

Parkar
07-14-2006, 09:58 PM
... As well as doing 'enabled' to 1 if you want it on by default...

Thats portals though. Gravity volumes don't need to be enabled.

All you need to do is make a brush that covers the area that should have a different gravity, then turn that into a volume_gravity and set the gravity key.

rck
07-14-2006, 11:55 PM
Thats portals though. Gravity volumes don't need to be enabled.

All you need to do is make a brush that covers the area that should have a different gravity, then turn that into a volume_gravity and set the gravity key.I'm pretty sure they need to be enabled. Guess I'll doublecheck, I recall it had to do with the gravity switches.

Zogger
07-15-2006, 05:04 AM
awesome thx, ill play around with the wall walking for a bit.



I got a good handle on the editor, it resembles the codRadiant and cod2radiant a good amount and Ive been mapping with those for a while now. Its just a matter of figuring out the new things

heh, what I mean is it's hard to tell which way's up when you're trying to move the camera in dmescher for example.. When the door's on the ceiling and the floor's on the wall who knows.

Parkar
07-15-2006, 06:29 AM
I'm pretty sure they need to be enabled. Guess I'll doublecheck, I recall it had to do with the gravity switches.

No you don't, when I posted that I had just been working with those for an hour or so and didn't enable a single one of them(and they worked).

Interitus
07-15-2006, 03:32 PM
Anybody know the texture alignment hotkeys? I know the command list under the help menu, but it doesnt have the mouse commands. I was watching the VTMs from 3dbuzz about doom3 mapping, and they have a control+shift+middle click to apply a texture and properties to another face, but it doesnt seem to be working.
Edit: ok, they dont seem to work on patches

gemsbok
07-17-2006, 01:20 PM
Hey Zogger,

You can use the showVector key on the gravity volume to help determine what the gravity volume is doing for you in-game.

m4dmax
07-17-2006, 09:59 PM
Heres a new question, thought id just ask here instead of starting new thread...

In cod2radiant with worldspawn you could set values like how the sun worked ingame (sundifference, sun value, how bright all that stuff) at it alone could light your whole map. Does Prey have this feature? I saw a few doom3 vids that stated there werent worldspawn values but it was all lit with lights and you just changed their values. I would fool around with it myself but ive been busy lately and tomarrow im going out of town for a week. So I thought I'd give the forum a shot.

rck
07-17-2006, 10:22 PM
From what i've read, DOOM 3 engine does not have ambient (sun) lighting.

Sayantan
07-18-2006, 03:05 AM
true. you have to put 'lights' manually.

OBWANDO
07-18-2006, 05:07 PM
Just a heads up, theres another site that has been doing level stuff with the doom 3 based engines for awhile, and has expanded to Prey as well.

The link is:
http://www.leveldesign.nl/
http://www.leveldesign.nl/forum/viewforum.php?f=17 (prey area)

(use links on the left)

And of course....

http://www.doom3world.org/

Lighting in Doom 3 can be tricky.. Its unlike Quake 3 or many of the earlier ones with precalculated lighting. Any you have to watch how the lights intersect with polys since too many light objects hitting the same poly can be bad. (think of a big long wall with 4 of 5 lights in the hallway... Time to break that puppy up.)

I'm seriously wanting to build a couple maps for prey since I just havent had the time lately. All work and no play makes OBWANDO a dull person.

Last map I worked on: http://www.quakeremix.com/albums/album02/bigstart.jpg

--Royal

gemsbok
07-19-2006, 11:20 AM
Hey m4dmax,

In Prey, we didn't use any universal brightening of the levels. We experimented with ways to do it, but it tends to play havok with the appearance of the game. Things get washed out quickly, textures get flattened.

We used large fill lights to brighten or darken select "rooms." Turning shadows off on these individual lights helps keep the draws down and makes them relatively economical.

In another thread, I mentioned some directional fill-light candidates that work pretty well if you're trying to simulate a larger overall light source:

lights/directional_east, south, west, north