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CannoN346

Level Editors for FPS

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Now, as most people know when you create an FPS you need to create a level editor, because it would be much too time-consuming and exhausting to hardcode the levels yourself. My question is, has anyone made a 3D level editor, and how hard is it? I maybe wrong, but to me creating a level editor seems harder than creating a 3d engine. I'm thinking in terms of something like UnrealEd, you have to add code to place items in it, events, make a cube brush, intersecting lines, and more. and if you have made one, approximately how many lines of code is it? I know the whole game of Doom was about 200,000 lines INCLUDING the level editor and other tools. Edited by - cannon346 on January 31, 2002 8:11:44 AM

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I''m currently working on an FPS level editor, for my 3D engine. It''s written in VB, using the Multiple Document Interface, and OpenGL. It will eventually support BSP trees, lightmaps, subdivision and a host of other features, but at the moment, I''m starting simple. It creates walls (basically a cube, with two triangles making up each side), and allows you to modify them.

You can move the vertices (they''re linked to a vertex array, so if you move one vertex, it modifies every polygon connected to it) and the whole object, and also scale it. More features will be implemented soon, but it saves to the *.iMIF (iNsAn1tY Map Intermediate File) file format, and compiles maps to the *.iMAP (iNsAn1tY MAP File) for use by my engine. It is very useful, and will save a lot of time hardcoding levels (which I''ve been doing up to now).

Actually, up to this point it hasn''t been too difficult. I use a perspective projection to "fly" around the level, and orthographic projections for the front, back, top, bottom, left and right views.

iNsAn1tY - the place where imagination and the real world merge...
Try http://uk.geocities.com/mentalmantle - Now updated!

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Guest Anonymous Poster
lol thats funny. you will not accept 1 reply.. are you going to foce ppl to reply? man... this place is supposto be friendly. you didnt even thank insan1ty for his reply....

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Well, so I don''t piss him off, I will give him one more reply!

Why not just use an already existing level editor? Why not just use one of the open-source level editors out there and modify it to suit your own needs? Why not just try things for yourself?

There are a lot of editors out there that could do the job for you and unless you want to do it to prove something for yourself, just use one of those. Why reinvent the wheel?

ACCEPT IT

Cray

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There is a good reason to reinvent the wheel. If you don''t know how to make the basic wheel, how will you make a bigger and better wheel that better suits your needs?

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Ok, thank you for the replies. I only said that cuz other people who post topics about level editors have gotten plenty replies. As for using another one instead of my own, It''d be hard to integrate that into my engine and figuring out the code that in the time it takes my to figure everything out, i could make a pretty decent one. Also, i wanna join the games industry when im older, and entry level programmers are usually assigned to develop tools for the company''s games, such as level editors.

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I understand your point, but in my eyes its still a waste of time. I would simply use Quark and write a "compiler" instead of a whole map editor. The "compiler" (or converter whaterver you want to call it) converts the quark map format to your game engine format. Quark can easely be configured to make maps for any game, even your own.
btw... I just say Quark becuase used it for all of my projects up till now, and its open source. I do know there are probably some more out there...

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I make my maps in a 3dstudio (lightwave) and then I have an "editor" to add enteties and such. It might not be the best solution, but its darn much easier to make nice-looking levels in a 3d studio (mostly).

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check out 3D Studio GMAX - an absolutely free 3D modeler/animator/textures from Discreet, the same people who made 3D Studo. The program uses 3DsMAX4 technology and is absolutely the best polygon modeler around. It was specifically designed for 3D level and character design. It has TONS of features. I have no idea why it''s free. get it at www.discreet.com

Dmitriy
www.safrosoft.com

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gmax is free for one good reason: you can''t use it for game development. The only way you can use it is to load in a "game pack" from a game devlopment company, like gmax tempest, which creates *.md3 and *.bsp for use in Quake III (Obviously, if you want to create a *.md3 or *.bsp converter, then that''s up to you).

I thought gmax was the best thing since sliced bread. Until I came to open the files I had created in my engine. The *.gmax file format is secret, and you have to have gmax dev to create game packs and everything to convert files to your format. For those of us who either don''t have the money to buy gmax dev or don''t want to resort to piracy, open source or write-your-own programs are all that''s left.

I''m very interested in Quark, however. Where can I find it?

iNsAn1tY - the place where imagination and the real world merge...
Try http://uk.geocities.com/mentalmantle - Now updated!

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q3radiant is NOT open source, but probably will be in about 3 or 4 years when John Carmack very kindly turns over the Quake III source code to us amateur coders (if his release of the Quake and Quake II source code is anything to go by)...

Like I said, write your own level editor. Mine is coming along in leaps and bounds, and is close to being able to create my maps, in my format. I'll probably be releasing the source code for it soon, which will give a lot of people the opportunity to tweak it to create maps in their own formats...

iNsAn1tY - the place where imagination and the real world merge...
Try http://uk.geocities.com/mentalmantle - Now updated!

Edited by - iNsAn1tY on February 2, 2002 10:14:10 PM

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