Archived

This topic is now archived and is closed to further replies.

Creating the ultimate level editor...

This topic is 5620 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have really been thinking about creating my own level editor and file format lately, but there are a few things that are bugging me. I have played around with WorldCraft and Q3Radiant a bit, and I think I am getting a feel for them. I like them both but they both have a few things that I don''t like about them. They are basically both for indoor type games, and the file format is somewhat difficult to read in unless you really know a lot about BSP trees and the like. I have heard that the latest Unreal engine uses a level editor that lets you build the levels without a huge amount of detail, then add in more detail with models. I am not a huge fan of this idea because if you wanted to add some nifty things in your levels, you would probably have to own some modelling software to make them. Again, don''t get me wrong, I think the idea isn''t bad at all. From what I have seen of Q3 Radiant, it has given me some interesting ideas for making my own level editor. The thing that I like the best is that you can add solid shapes to the level, then cut pieces out of them. You can make a large rectangular prism then cut a hole through the middle of it to make a door in the wall. From what I understand, this is done through something called Constructive Solid Geometry, or CSG for short. The thing I don''t understand about this, is how the triangles are cut and divided into several more triangles to make things seem like a solid block when a piece is cut out. What I would like to see in a level editor is something somewhat capable of handling indoor and outdoor scenes in the same level. The level would be broken up into chunks, say 10x10x10 units. Each chunk could have its own vertex buffer, depending on how much geometry is in the chunk. This way, frustum culling can be done on a per chunk basis. Using chunks could also help load levels on the fly. Instead of loading a huge amount of geometry for the next level, only a few chunks would need to be loaded. I think it could be interesting to start off with either a heightmap or an empty space. With the heightmap, pieces could be cut out or added in to form valleys, overhangs and caves. Buildings could be added onto the heightmap as if it was an indoor level editor. If a level was supposed to be something like a spaceship, it would be started with an empty space and be built up. How does all of this sound? Moe''s site

Share this post


Link to post
Share on other sites
I think it sounds great, us developers really need a halo like level editing tool. I like your idea about over hangs and caves. The chunk idea is pretty cool too. But maybe have it so it''s optional to use chunks. Because some people don''t have huge levels and don''t want to spend the extra time worrying about when to load chunks and what not. But it''s great to have the capability in there. Sounds good. When does it come out, need any help?

Horny Farmer (Jolly Rancher)

Share this post


Link to post
Share on other sites
Thanks for the constructive critisizm...

As for actually making the editor, I feel that would be best left to someone else, or at least put it on hold until I get back in just over 2 years... As for the Drakan, that is exactly what I am looking for, except for higher poly counts. I thought I read the postmortem at gamasutra.com before, but I will have another good read over it.

Moe's site

[edited by - Moe on July 25, 2002 10:38:56 PM]

Share this post


Link to post
Share on other sites
about CSG: take a look at Dan Droyer''s homepage. I don''t know the exact adress but ask google for Dan Droyer and CSG I''m sure you''ll find it. Basicly you merge 2 BSP tree''s to one, by passing one tree down the other tree and split up the polys. Then you discard the polys that were inside / outside of the original tree, depending on what kind of CSG operation you want. works great and helps leveleditors a lot!

I''m working on a leveleditor right now. Planned features include multi user editing (it will actually be based on that hehe), a nice Web front, WYSIWYG editing and things like that. check www.rarebyte.com for infos on RawMap..

ok,
cya,
Phil

Visit Rarebyte!
and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states )

Share this post


Link to post
Share on other sites