One of my NY's resolutions is to make a small but fun mission with nice visuals. Now, I'm really tired of getting around T3Ed's quirks, so I thought that I should at least give DarkMod a try. I took a few days to teach myself DR basics with the Wiki and the comprehensive (but slightly outdated) A-Z course, and now I'm at the point where I find DarkRadiant... not so awful? It still takes minutes to do what I did in seconds with Unreal editors, but that should improve over time, I guess.
I used the wiki and forum search to find answers to my questions, but I'm still not sure I get everything right, so here it goes:
1. I'm familiar with concept of additive and subtractive geometry, but to be sure I get this in 100%: TDM uses additive geometry, but needs to be air-tight, as with subtractive levels? Can I have a big box (e.g. with skybox dome) for my whole level, so I can focus on building floors and floorplans for gameplay first and add walls/ceilings later? This is just for clarity and faster work, T3Ed used subtractive levels and only inner sides of subtractive brushes had textures, so they were easier to see and navigate.
2. What's the real distinction between entities, prefabs and models and what should go where in terms of content creation? (I hope that does make sense.) T3Ed used mostly entities (actor classes) and meshes. E.g. lights were the invisible light source attached to meshes with some particle FX and scripts. Here I can find lights in entities, prefabs and models, do I get a bit confused.
3. I'm a bit worried about the cuboid (Omni) lights. They look OK while touching the ground, but the falloff ends quite abruptly on walls. Any tips about the placement would be appreciated. Or maybe it's better to stick to spotlights and fake the effect? (With T3Ed it was better, performance-wise, to use multiple spotlights touching fewer objects per light than having one big omni light.)
That's what I got for now, I also have a couple suggestions that might speed up the work in the future:
1. The Entity/Media/etc. browser window should have Minimize and Maximize buttons, like the Generic Browser in UE3. It will be much easier to use, especially on laptops with smaller resolution.
2. The rotation widget should have some angle snap by default, and it should be displayed next to grid icon on the lower right side. Using Arbitrary Transformation window for that is tiresome.
3. Writing your materials with a notepad is a big no. Well, writing anything in code is frustrating for LD, and that goes double for visual stuff. I know that's a shader language, and I'm not asking for a fully-fledged node-based editor, but some simple GUI material code generator with source textures to choose, checkboxes for common options, and simple preview window would speed up the whole process by years. (Maybe an external tool would be a good idea?) I tried searching for something like that for Doom 3 engine, but didn't find anything.
Edited by Judith, 25 January 2017 - 10:20 AM.