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BloodRayne

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Everything posted by BloodRayne

  1. Not much to add to that, besides the fact that that's not what D3AMB is created for. It really is only a tool to help mappers create workable block outs, with the least amount of work possible. (And it doesn't do 'random').
  2. Manual entity placement should be added in the next build. Make that 30 minutes instead of 3 hours.
  3. Hey, I'll check that out. Shouldn't be hard to fix. You can build for any mod or TS. All entities and textures you place can be filled in manually, and you can create your own texture set files by editing the .ts files with notepad (those are just examples any way). Pretty soon I'll add entity sets as well, so you can choose custom entity sets. Most likely I'll add a project setup screen where you can define your mod, create custom BSP options and create custom texture & entity sets. I'm not familiar with other modular building apps, but if I knew the file formats for them, it might be able to export my internal 'grid' to such apps. Of course there could be many constraints, grid sizes might not fit, or other modular apps might not recognise multiple floors. the basic function of this app is to help mappers quickly block out their maps, create several large areas and connect them, then map inside those area's like you would after having blocked out the map. For instance, you can remove the ceilings from rooms to open up access to the floor above, creating higher rooms and height differences in your maps. I am thinking of implementing a XYZ-View editor for the grid so you can sketch the maps in 3D, offering greater editing options than now.
  4. I attached the newest build to the first post!
  5. I don't really know, I've not seen it before this link. But I'd like to hear though!
  6. I'm not sure if this limitation stems from the wall width and column width (as it should) or if it's just a silly limitation I built into the designer. I will check that out. (edit) It's a silly limitation in the designer. I will lower it to 32 units in the next build. I kind of missed that, have not been online for a long time because of a new job. My idea is that in the very near future, people will draw out maps in a very similar manner as this tool. Creating and adjusting style sets, then going in for the tweaks. Of course most new engines aren't using brushes at all so this tool is kind of defunct at the point of it's release. But I have had requests for Quake2 and 3 exporters and I will soon add exporters for all versions of Quake and perhaps some other D3 engine based games like Prey. The real trick with this tool is not to think of each unit as a room, but rather create rooms from several units on bigger grids (say 64 units). Then just add the lighting and all other entities later. The only thing I do export is the doors as this takes out a lot of tedious work like visportal placement. I would really like to add the '1 unit texture offset' trick to the exporter, so that lights don't overlap as much as they do right now, so I think that's one of the first thing I'll work on.
  7. This package is complete, in that you still need Doom 3 in order to BSP and run the maps you create with it. Simply extract the folder somewhere and run it, make sure to first configure and set the paths towards your Doom3 folder.
  8. DOWNLOAD THE UPDATED FILE WITH TEXTURE SETS AND EXAMPLE PROJECTS INCLUDING LOTS OF EXTRA'S HERE: http://www.moddb.com/mods/grimm-quest-for-the-gatherers-key (As soon as it's Authed by Moddb). Or alternatively, grab the attachment on this post (and rename it to a ZIP file). REMARKS: - I will take bug fix requests and I will take feature requests. Bugs should be fixed quickly, but features might take a while (several weeks). - Just remember this is a BETA but it has a lot more features than the old D3 Map Builder. Remember to save often, but otherwise it's pretty stable. You can now load/save your projects, you can now set manual lighting. Let me know if there are errors. You can now even place random monsters. Almost getting to the point where it's more than just a mapbuilder, but also a random mission generator. The map builder in action in this example video showing the entire process from start to finish: I'm happy with any remarks or questions!Release.zip.txt
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