Was just thinking about this but, would it be possible to make a mapping program mod, where you make the map in-game? Little windows that you can pop up to show textures/md3's/sounds etc. Other things in that matter also. Kind of like putting GTK into the mod, but much more simplistic.
A very small example in the idea of it being like ICE and Diablo with weapon placement, spawning points, tele-exits, and teamplay nodes, but way more complex than that obviously. I'd compare the idea to another game..but I can't think of one. Can't remember if Serious Sam 2 had that set-up like that? Of course it would be a one player mod obviously.
Q3A In-game mapping program
Re: Q3A In-game mapping program
hmmm lightmaps might be a problem...
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Re: Q3A In-game mapping program
lightmaps could be solved by not calculating them and just doing fullbright lighting.
Re: Q3A In-game mapping program
I always kind of wondered if there was a way to do the editor so it simulated a lightmap similar to how Doom 3 uses dynamic lighting. Like instead of just having radiant lay everything out at once, you could add lights on the fly that would be close to, if not exactly how they would look in game with a light map.fKd wrote:hmmm lightmaps might be a problem...
I don't see why that isn't possible at this point.
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Re: Q3A In-game mapping program
Current-day computers aren't fast enough to do it in real-time. Keep in mind that it's not only point lights that emit light, but textures also. Then there is stuff like diffusion, interference, bouncing, etc. All computationally expensive stuff.WHAT!! wrote:I don't see why that isn't possible at this point.
Re: Q3A In-game mapping program
thats what i liked about the tech 4 editor, instant light calculation.. pity q4 was kinda weak.. there are no active servers in my neck of the world, and doom3 had quite possibly the worst dm ever for a aaa title. i'm amped for tech 5. the editor demo movies over on youtube make it look really easy and powerful. but they always do 
