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suggestions on future map editor for dm


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A useful option for the dm map editor: a message that the players get when they spawn.

Ex: Imagine a team that spawn at the big hear and an other team that spawn at the area 69.

If the players are not showed on the map, the message coud be "attak the area 69" to show where the ennemies are...

That can easily be done with scripts, the map editor is just for placing objects, vehicles, spawnpoints, etc.

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  • 3 weeks later...
  • 4 weeks later...
**Sorry if this is posting in the wrong section of forum.**

Hey, guys this is -]alw[-deftones, we got a post on our forums by ransom and im returning the favor.

Im pretty well versed in using unreal editor. also im an admin for a mapping community that makes maps for americas army. (not totaly allowed yet lol).

Here are a few thoughts that would help give mappers and easier time to map and give more funcitonality. mind you, i dont know what your limits are so if you feel like getting in touch im always available on alw's forum via pm or on vent if you can catch me.

Ortographic views.

meaning like top, side, front and perspective. i dont know if its possible or if it woul be too laggy to make but having a system where there is an actual grid or something would make lineing things up and rotations so much easier. top,side and front should be wire frames. the grid unit change like 1 box per unit or per 5 units should be adjustable.

Rotations and Angles.

ive noticed that if i want to turn a road upside down i have to angle the Z rotation to something like 1.35237892384724 which is horrid. why not 180 Degrees etc. it would leave room to be super specific like i want this road at an angle of 30.66 degrees.

Selections.

being able to select more then one object at a time would prove vital. say if i create an entire jungle or something and want to copy that jungle over. or a complex set of roads or buildings. being able to either add one by one or using a marquee like in photoshop or on your windows desktop would be so much easier.

Viewing.

the draw distance in the map editor compared to max dd in game is not the same. it clips at much shorter distance. this also hinders checkpoint placement on race mode.

Staticmesh viewer.

being able to rotate, and move the camera angle while previewing meshes should be done manualy. those spinning forever mesh previews make my head spin and i sometimes cant see the entire object.

Time change in editor.

some objects react different to time, there are tons of objects like neon lights and building windows that cant be seen in the map editor unless you use an "outside" tool to change the game time. this way you can see them when you in edit more, mesh selection mode or test mode.

Namings.

the editor should name the objects they place after thier actual names. like flag (1), then if you place more it does flag (2), flag (3). etc. makes things assloads easier.

Being able to select.

some objects are not selectable again after you deselect. like fences. this is a pain in the ass and makes me have to hunt through my object list to find it again. so if there is a way to make sure for certain that those objects are selectable an reselectable no matter what would be very very pro.

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Im sure DM will have tons of new game modes and things that we can do, so having and overall well thought out layout will help make this editor really take solid shape. My suggestion would be to study unreal editor and draw up a layout for it on paper or in photoshop first and make a barebone version of it then give it full functionality.

i wish i could help you out with these but i just know unreal editor, 3d studio max, and photshop, also a bit of html, css and embedding javascript all for web design.

checkout my website at http://www.designbydrexler.com

i can build low poly cars like todays modern cars, ie. bmw's and h2's lol would be sweet to see those implemented.

anyways, thanks for the hardwork. mta:sa has been a blast cant wait to see the future.

-]alw[-deftones

Who needs them?

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As for collisions it would most likely require someone to go through objects and label them by hand....any volunteers are welcome :P .

lol i don't mind doing a 500~1000 (depending on how extended the test has to be*).

i can make a little app that make maps with all objects (in rows) if the all.models file (it's in one of the ipl/map converters) really contains all objects (day/night... etc).

also... there are solid objects that cannot be selected ("fenceshit") (dunno weither it is fence-shit or fences-hit, i guess the first one)

*:

1. Just checking weither selectable or not.

2. Checking weither they are solid (with bike) and weither you can select them or not.

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