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T3ED or DarkRadiant?


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#1 perki

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Posted 24 September 2018 - 01:29 AM

Which is easier to get into to make maps and add my own custom 3D content?



#2 Judith

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Posted 24 September 2018 - 01:59 AM

Dark Radiant is easier for adding custom content, prototyping maps with BSP is also pretty fast. Some stuff is harder, like writing your scripts and materials in notepad.



#3 Melan

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Posted 24 September 2018 - 02:05 AM

From what I understand, T3ED is rather hard to get into - it relies on jumping through some hoops to design levels, and still carries forward some critical issues which can't be fixed. However, I have never tried to make a mission with it, so this is all based on what others have said.

 

Dark Radiant has been a very pleasant experience:

  • It has a good learning curve: you can learn to make a simple, reasonably good-looking mission within a few weeks.
  • It is intuitive: the editor is straightforward to use, and has seen several upgrades which make it easy to use.
  • It scales up: from small, simple mission to fairly grand affairs, it can accommodate different level sizes and levels of detail. You can create BSP-based (brushwork) architecture, use premade architectural modules (a bit like like LEGO pieces), or combine the two.
  • It comes with an expansive asset library. By now, the range of textures, models and AI has become fairly impressive (although it is mostly humans and undead).
  • Once you understand the basic rules, asset creation is not a big hurdle (note that generally, textures are easier than models, and models are easier than fully rigged custom AI - making those require skills which few people have).

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#4 Judith

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Posted 24 September 2018 - 02:19 AM

Actually, T3Ed feels like really easy to get into, thanks to UnrealEd 2 interface and tight controls. But if you dig a bit into it, that's where problems start to appear. At this point it's really inflexible when it comes to custom content (3dsmax 5.1 is a must, good luck finding a copy). Also player movement is really bad.



#5 OrbWeaver

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Posted 24 September 2018 - 04:54 AM

Some stuff is harder, like writing your scripts and materials in notepad.

 

:o

 

Downloading (then learning how to use) a cracked copy of an ancient version of 3DS Max is an easier way to import custom materials than simply exporting them to open formats and writing a simple text file in the editor of your choice?

 

I guess if you know 3DS Max inside and out then this might be a more pleasant experience for you, but the ease of importing custom content into the Doom 3 engine was precisely the reason I abandoned T3Ed in the first place.



#6 Judith

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Posted 24 September 2018 - 05:42 AM

You forgot to mention that it has to be launched in win XP environment (so VMware and such) :) Definitely not easier :)

 

But, if you are coming from any other engine, like Unreal, Crytek and such, importing assets there is done with user interface. In-engine material editors and asset importers are a normal thing since, roughly, early 2000s? Same goes for scripting, which even in T3Ed is done by using simple If->Then->Else syntax and modular commands, via user interface (even if it rarely works :)).

 

Editing models in notepad and writing shaders and scipts by hand is super ancient and super error prone. It can really discourage a newbie, as it takes too much time (as opposed to seconds via UI based system). But even with that it is faster and more accessible than T3Ed, there's no doubt about it.



#7 perki

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Posted 24 September 2018 - 10:50 AM

So there is def programming/scripting involved if I want to get my own models into the engine?



#8 Judith

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Posted 24 September 2018 - 10:54 AM

For models, nope, but you will be writing materials and editing models in notepad.



#9 perki

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Posted 24 September 2018 - 01:07 PM

It's pretty standard stuff?





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