Reflex level editor

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Castle
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Re: Reflex level editor

Post by Castle »

Eraser wrote:Castle, have you seen the video in the first post of this thread? A lot of questions you pose in your video are answered in there.
I purposely did my first look coming into the tools relatively blind. I like the idea of a first impression where I have not done detailed examination of the tools. Its in the vein of doing "Lets Plays" and shows an editing tools overall intuitiveness.

At this point however I have a really solid grasp of everything about the tools short of adding new assets like meshes. I plan to do more research on that and wont have any more videos where I bumble around after the first one.

I also made another video where I ramble a bit about my thoughts on the tools while in multiplayer mode. I watched someone who has never laid a brush in her life actually build and learn the basics of arena shooter level design WHILE HAVING FUN! She insistently continued on her own and even built a fully functional teleporter complete with static meshes. This is a person who has never done level design before and within the first night I was able to teach her all kinds of things that normally would take a new mapper months of research to fully grasp.

http://youtu.be/12T6OtUZ-Zo
- Russell Meakim AKA The Castle
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Vexar
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Re: Reflex level editor

Post by Vexar »

Very good work!

I would love this to be my 3d window in GTK radiant or the old DOS version of Radiant, seems more work and longer work flow then alt tabbing windows, the speed loss of working this way would drive me mental.

The lighting and ability to jump into the game is awesome but I would want my 2d windows, clipper and key binds to remain like the same old Radiant.

Again great work, seeing a layering system, prefab system and GUI would be future features I would want.
It is by will alone I set my mind in motion. It is by the juice of Sapho that thoughts acquire speed - The lips acquire stains - The stains become a warning - It is by will alone I set my mind in motion. -- Mentat prayer from Dune
Castle
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Re: Reflex level editor

Post by Castle »

Vexar wrote:Very good work!

I would love this to be my 3d window in GTK radiant or the old DOS version of Radiant, seems more work and longer work flow then alt tabbing windows, the speed loss of working this way would drive me mental.

The lighting and ability to jump into the game is awesome but I would want my 2d windows, clipper and key binds to remain like the same old Radiant.

Again great work, seeing a layering system, prefab system and GUI would be future features I would want.
This is actually an interesting topic by itself. The validity of 2d windows in modern game development. What I have been observing lately is a possible trend away from 2d windows. And I have also seen examples of your 3d view port giving information similar to what you might find in 2d window while in a 3d window. Crytek does a mini 2d grid when you select something with the movement widget active.

Another thing I have been observing is a decline in the usefulness of 2d windows in game development with higher poly assets. I want to do a video talking about this this weekend, I have to get my copy of UE4 working again to show proper examples.

We may actually be able to survive without 2d windows if we advance things just a little more. And in many cases we already have.
- Russell Meakim AKA The Castle
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AEon
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Re: Reflex level editor

Post by AEon »

Castle wrote: Another thing I have been observing is a decline in the usefulness of 2d windows in game development with higher poly assets. I want to do a video talking about this this weekend, I have to get my copy of UE4 working again to show proper examples.
That already started with Radiant and Q3A. As soon as you start adding many models, e.g. I did that with plants in AEdm7... your 2D views become so cluttered that working on brush geometry becomes very difficult. The trick, hide stuff you need not see presently via "hide" or entity filters. QuarK was one of the first editors that actually used a grouping feature... e.g. group all skybox brushes, and then hide them with one click etc. But the grouping never really got added to Radiant... so we all learned to live without them. A more recent addition was face select all, i.e. select a texture face, then shift+a and then all brushes with that texture are selected. In the skybox example that was really efficient.

I am probably very old school but I really think a top-down view (XY) and a (Z) view are fundamental. And then for the rest you fly around in 3D and get things placed and textured.

In Reflex... the real time features are nifty... but when trying to create something more complicated, I really wonder how efficient the 3D editing alone is. Presently I think from the user power there are modelling tools that can do really complicated 3D editing that is *not* grid based (stencil in edges of a box e.g.), then there is Radiant with quick grid-based brushwork, and then Reflex... and I feel from what I have seen that Reflex is on the "dumbed down" side.

The latter I mean, it takes huge amounts of effort to get more complicated geometry "just so". This will lead to a dumbing down of maps, since only the really talented or dedicated will try to get more out of such an editor. Seen it in GTKradiant... some really complicated geometry was done in models, or by a really talented mapper in Radiant... but even in radiant one does tend to stay boxy.

But I was not trying to bash the Reflex editor. Much like with your Voxel videos... this is the beginning... and it will probably require a different way of working, and probably a different form of creativity to get something interesting out of the Reflex. I would presently compare Reflex with the "simplified" editing seen in the Portal 2 editor, that only worked in blocks... quick to get something out there... but difficult to get something interesting done... maybe.

The whole multiplayer mapping thing, is nifty, I'll admit it, but I sure as heck would hate having someone mess into the map I am presently working on. For tutorial real-time help this is great though. And if you have a team of gamers, the players could enter the map, and test it with the mapper, and the mapper could fix and change things, that the players could instantly test. That could be interesting, massively shortening the feedback loop. Or if the maps are all accessible and you hate something, just open the editor and fix the map right there.

On a positive note... I like the lighting system that seems to bounce back light from walls. This should lead to interesting looking maps, that do not require a huge amount of trickery and fiddling to light properly. At least I hope so.

Will continue to watch your videos on Reflex... might motivate me to get it... and play around some myself :)
Castle
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Re: Reflex level editor

Post by Castle »

AEon wrote:
Castle wrote: Another thing I have been observing is a decline in the usefulness of 2d windows in game development with higher poly assets. I want to do a video talking about this this weekend, I have to get my copy of UE4 working again to show proper examples.
That already started with Radiant and Q3A. As soon as you start adding many models, e.g. I did that with plants in AEdm7... your 2D views become so cluttered that working on brush geometry becomes very difficult. The trick, hide stuff you need not see presently via "hide" or entity filters. QuarK was one of the first editors that actually used a grouping feature... e.g. group all skybox brushes, and then hide them with one click etc. But the grouping never really got added to Radiant... so we all learned to live without them. A more recent addition was face select all, i.e. select a texture face, then shift+a and then all brushes with that texture are selected. In the skybox example that was really efficient.

I am probably very old school but I really think a top-down view (XY) and a (Z) view are fundamental. And then for the rest you fly around in 3D and get things placed and textured.

In Reflex... the real time features are nifty... but when trying to create something more complicated, I really wonder how efficient the 3D editing alone is. Presently I think from the user power there are modelling tools that can do really complicated 3D editing that is *not* grid based (stencil in edges of a box e.g.), then there is Radiant with quick grid-based brushwork, and then Reflex... and I feel from what I have seen that Reflex is on the "dumbed down" side.

The latter I mean, it takes huge amounts of effort to get more complicated geometry "just so". This will lead to a dumbing down of maps, since only the really talented or dedicated will try to get more out of such an editor. Seen it in GTKradiant... some really complicated geometry was done in models, or by a really talented mapper in Radiant... but even in radiant one does tend to stay boxy.

But I was not trying to bash the Reflex editor. Much like with your Voxel videos... this is the beginning... and it will probably require a different way of working, and probably a different form of creativity to get something interesting out of the Reflex. I would presently compare Reflex with the "simplified" editing seen in the Portal 2 editor, that only worked in blocks... quick to get something out there... but difficult to get something interesting done... maybe.

The whole multiplayer mapping thing, is nifty, I'll admit it, but I sure as heck would hate having someone mess into the map I am presently working on. For tutorial real-time help this is great though. And if you have a team of gamers, the players could enter the map, and test it with the mapper, and the mapper could fix and change things, that the players could instantly test. That could be interesting, massively shortening the feedback loop. Or if the maps are all accessible and you hate something, just open the editor and fix the map right there.

On a positive note... I like the lighting system that seems to bounce back light from walls. This should lead to interesting looking maps, that do not require a huge amount of trickery and fiddling to light properly. At least I hope so.

Will continue to watch your videos on Reflex... might motivate me to get it... and play around some myself :)
Ahhhh theres to many topics I am passionate about at the saaaaaaaame timeeee!!!! *Head explodes*

I managed to get some episodes for my series today that show me working with a completely new level designer. So now we are collaborating on a new level.

[lvlshot]http://i.imgur.com/4fsjI01.jpg[/lvlshot]

So anyway on the topic of where Reflexes editing tools stands in terms of functionality and speed of design is a point of contention. The need for 2D windows falls into that same point of view. I am definitely guilty of seeing things in terms of potential rather than what is currently available.
Last edited by AEon on Sun Nov 16, 2014 8:30 am, edited 1 time in total.
Reason: lvlshot'ed the image
- Russell Meakim AKA The Castle
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AEon
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Re: Reflex level editor

Post by AEon »

Another thing with new tools... at first all the new things tend to blind the user... and it is indeed exciting.

But then you start to ask... e.g. does copy and pasting of geometry actually work? Or geometry rotation? Or are there bots? What about curved surfaces? Is editing of complicated polygon objects that are partially off-grid possible? Can you mirror parts of the map? Is brush grouping available? What filter options are there to show/hide certain parts of the map? Just how much geometry can the engine push without FPS breakdown? How good are the texturing tools (alignment, rotation, skew etc)? How good are the model rotation/scale tools for adding such stuff in the map? Does the engine use some form of portals to help vis? Are there caulk textures :-P (you showed they had some non-shadow-surface black one)?

(Side note, in Duke Nuk'em 3D the editor had this feature of fixing the texture all along the walls in one swoop... back then that was nifty, but also turned out to be tricky.)

And in the 3 or so Reflex videos, I kept on seeing geometry being pulled from existing other geometry, but not selecting e.g. a wall brush, to then "clone" and 90° rotate it to another place. I used to use that a lot... especially when trying to use a certain style of more complex geometric objects (niches, pillars, wall consoles, even just ramps) all over the map. A question of design consistency and quick replication.

Put differently, only after building something, usually falling back to "how things used to work" will one find what did the new tools actually lose in the process... and is that an issue, or does the editor have mechanisms that are good/equivalent/better but yet need to be exploited/learned.

E.g. for Quake 4, I really was excited about the real-time lighting, letting you more quickly add lights and see how they look in the map/game almost instantly. Turned out you had to watch *very* carefully what you were doing. Skybox lighting either did not exist or had some other issue. Anyway I quickly wished lighting/shadow compiles to be back, to be less restricted by the amount of light sources.

Here in Reflex, I am wondering... the low poly mapping is actually my thing... but what happens if you try to push the amount of brush-based geometry... and I suspect, like with all modern engines, you will have to use meshes for polygons en masse. Hopefully I am wrong. In the Portal 2 editor, at first there seemed to be "no limits" but after a while you could bring down the FPS if you really started to push design, e.g. the amount of animated and static meshes then could not surpass a certain point.

Will be interesting to see if you can push some of the boundaries of the Reflex engine in your videos.

Updated: The list of things one could want and need, there are probably some 50 more "basic" things.
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Eraser
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Re: Reflex level editor

Post by Eraser »

It's a valid point AEon, but what Castle says, about thinking in terms of potential rather than what it is right now, is important at this stage of development with Reflex. It's an early-access product, which means that in no way is it finished yet.

I have yet to see a working Reflex level that is fully developed and looking like a polished, triple-A quality level. It's all brushwork with grid materials applied to them. Apparently, the current level editor provides the tools to build such geometry.

At one point though, Reflex needs to come up with fully developed maps and to build them, the developer needs to expand the tools to be able to build such levels. So I wouldn't worry too much about the level design tools at this point, because they will probably need further development for the developers themselves.
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Eraser
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Re: Reflex level editor

Post by Eraser »

Hey Castle, your video is featured on the Reflex Facebook page!

Note one of the comments from the Reflex devs themselves about the level editor:
It will support detailed level design when we get to the point of creating detailed levels. For now, we are strictly gameplay.

The editor isn't a novelty, it's one of our development tools. Whatever we make with it, players will be able to make too.
AEon
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Re: Reflex level editor

Post by AEon »

Eraser,
right... might be a reflex (a pun ;)) to ask for or about more stuff early on, in the hopes these things will be added. After "release" such things usually tend not to get added, since the priority then is to keep everything working and not break anything.
AEon
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Re: Reflex level editor

Post by AEon »

Castle,
might be nifty if you copy/pasted your autoexec.cfg (or however the bind key file for Reflex is called) here in the thread. I am sure that would help those interested.

Seems like binding your own keys this early in the editor, is pretty much a necessity. Thanks.
cityy
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Re: Reflex level editor

Post by cityy »

www.ferdinandlist.de/leveldesign
AEon
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Re: Reflex level editor

Post by AEon »

Watching Castle's video on engines...

CODradiant... is that available for us mappers? Or do you need to have those games? And is there a way to use it for Q3A. I suspect Q3A engine would not be able to use the prefab system?
AEon
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Re: Reflex level editor

Post by AEon »

I am wondering about getting Reflex, since it is quite affordable. Would it be OK to then post the map progress on LEM?

As a "spiritual successor" to Q3A it might be interesting to do so. Also I like this forum more ;)
Castle
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Re: Reflex level editor

Post by Castle »

Hey guys! Sorry for being away a bit, I have been crazy busy lately.

As for seeing the tools potential I see a ton of potential on all fronts. I currently view Reflexes multiplayer editing tools as a true next gen concept that should be strongly considered for all development tools. Imagine if Unity was multiplayer and you just sit there on Team speak with your team as everyone adds content to the game. Imagine if UE4 was multiplayer and you can test UT4 maps in real time or build a new game in real time with friends.

Its social engineering and its no joke. When you allow people to turn building a game into a social experience you transform the entire game industry. Its not a feature its a paradigm shift. People joining a server they like to add content to a game they think they will enjoy when its done. People learning to build and create at accelerated levels by watching others work in real time. People forging friendships with others and working as a team in a truly social environment.

I need to do a video showing off the magnitude of development that happens on the large scale Minecraft servers, they have an entire community with a hierarchy and organization. Different ranking members enjoy a feeling of prestige. Huge worlds filled with insane amounts of crafted content. These are Minecraft servers with THOUSANDS of players, being given plots of land to build on then have their content judged by others for an opportunity to be provided with a larger plot.

Its absolutely fucking absurd. And I guarantee you if Reflex has modding support the same phenomenon will occur. Hell even if it doesnt, we will see fucking insane projects like team DM in ALL OF MIDDLE EARTH or fucking ALL OF MANHATTEN the death match level...

I plan to do a public level design server later today. Before I do I will post my CFG files here to help out however I can.
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AEon
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Re: Reflex level editor

Post by AEon »

Well... I could say a few things about "social irrelevance" a la facebook but I will not.

I installed Reflex... starting to configure the keys, weapons are already on my q3a setup... and starting to put radiant keys on a few things now, e.g. clone is "space". A huge amount of maps already exists... checking out how they do things. 2-3 hours you could start getting something done. Nifty. Something that makes me a bit nervous, on my rig Q3A would have 300+ FPS... in the default Reflex map the FPS is around 90... does not bode well for a more complex map I am going to push for.
AEon
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Re: Reflex level editor

Post by AEon »

Tip on a 5-button mouse, the k and m keys to get/set textures are totally unusable, especially when you try to get texture faces using the shift key additionally, try using mouse4 and mouse 5 instead. I use mouse3 to change from game to edit mode:

Code: Select all

bind mouse3 cl_playerstate 1
bind mouse4 me_setmaterial
bind mouse5 me_getmaterial
Into the editor.cfg file with that.

(I miss GTKradiants, direct rip the texture off that brush and slam it right onto another one, without having to select the get brush and then select the destination bushes.)

BTW, it really is neat to be able to check instantly how something was build in Reflex... and actually fix it on the spot... and to hardcore caulkers it seems almost a sin how sloppy some of the brushwork it. Brushes intersecting other brushes and the like. But then again, their engine might be handling things differently. Still old habits die hard.
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Eraser
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Re: Reflex level editor

Post by Eraser »

Does anyone know if it's possible to to select a single face of a brush and apply a different material to that?
Also, can you duck? I kind of miss the ability to move straight downwards in the editor.
Oh, and what is this "caulk" texture that prevents surfaces from being lit?
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Eraser
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Re: Reflex level editor

Post by Eraser »

I've spent like twenty minutes in the editor and I'm not sure if I prefer it to the Radiant way of things. Moving around the world to see what you're doing is kind of clumsy. Maybe I need to get more adept in it by using the editor more, but I'm not sure if it's faster to build things in Reflex than in Radiant. The editor-to-game time is cut down to nearly zero in Reflex though, so that's definitely a big plus.
It's also nice that you're basically editing in-game, so you're getting a much better feel for how things will end up looking in the game than you'd get with Radiant. This is especially true for a sense of scale. It would be great if they had a hybrid way of doing things. Have the option to show 2D views with a single press of a button, that would be nice.

It's clear to me that the editor is still in very early stages. Like Castle said, I do see lots of potential. It's there, but it needs to manifest itself in future releases of the game. I really hope the devs pull through and build something nice out of it. With early access projects like this, you can never be too sure.
AEon
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Re: Reflex level editor

Post by AEon »

To select a single face... well indirectly. Select a brush (LMB), then hold shift (this lets you highlight a face), keep shift pressed and hit k (like copy texture) (a quick shift+k) works as well). Then select the brush with the destination face, shift+m to paste the texture on only that face.

AFAICT you cannot duck.

editor_no_light: The texture in question is base/internal/editor/textures/editor/editor_no_light, use the ContentBrowserHack tool to find it. With it open and the game running, open the console in the editor, then in the CBH press "Send to Reflex" it pastes to texture into the console, you now can past it onto a brush via m or on a brush face via shift+m... basically the CBH updates the material "cache".

On editing: In almost no case is the Reflex faster than Radiant... and we all have been keeping it under wraps. It is a challenge to get what we want out of it, and that is what interests me... plus it potentially has some pretty features... lighting, glow, bloom and the like.
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MKJ
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Re: Reflex level editor

Post by MKJ »

maybe you guys need to adapt your ways to reflex rather than trying to adapt reflex to be like radiant.
just a thought.
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Hipshot
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Re: Reflex level editor

Post by Hipshot »

I will most likely do that, experience in several editors tells me that the ways the dev did it the best.

But doing what AE does is a good start to learn how it functions so, when you know how it works it's easier to work with it with any kind of commands and controlls.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
AEon
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Re: Reflex level editor

Post by AEon »

I posted some suggestions to the devs :)... just to keep them on their toes... hopefully they will add some of the functionality the editor really still needs:
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Eraser
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Re: Reflex level editor

Post by Eraser »

MKJ wrote:maybe you guys need to adapt your ways to reflex rather than trying to adapt reflex to be like radiant.
just a thought.
Partially true, but the editor in its current shape just misses a lot of tools that could greatly speed up level building.
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Eraser
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Re: Reflex level editor

Post by Eraser »

AEon wrote:I posted some suggestions to the devs :)... just to keep them on their toes... hopefully they will add some of the functionality the editor really still needs:
-Brush grouping
-Hide/unhide selected brushes
-Ability to move straight down
-Brush rotation/mirroring
-CSG/merge/clipper tools
-Many other things :)
AEon
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Re: Reflex level editor

Post by AEon »

Well GTKradiant does not really have brush grouping either.The grouping thing was more for light compiles.

Alt+LMB moves straight down.

Hide, rotate, mirror, clipper tools mentioned.

The CGS/merge I had not mentioned. Merge would help indeed, the CGS almost always was not the way to go in Readiant...

Steam sales are one... the game was reduced by 10%... but the tiny bit of extra money I paid hopefully helps the devs.
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