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Doom 3 Automatic Map Builder V.1


BloodRayne

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So is the map builder included in the package? This isn't clear from the description on moddb, as it isn't noted there anywhere.

 

EDIT: Nevermind, found it. :)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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So is the map builder included in the package? This isn't clear from the description on moddb, as it isn't noted there anywhere.

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.

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Yeah, got it and it works fine. One question, though. I cannot reduce the room size below 192 doom units, although it's mentioned below the settings that one could work with lower room sizes. Is this intentional or a bug?

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Welcome back to the forums BloodRayne, this is a timely announcement since there is a movement to "go modular"

and this fits in nicely with that.

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Yeah, got it and it works fine. One question, though. I cannot reduce the room size below 192 doom units, although it's mentioned below the settings that one could work with lower room sizes. Is this intentional or a bug?

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.

 

Welcome back to the forums BloodRayne, this is a timely announcement since there is a movement to "go modular"

and this fits in nicely with that.

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.

Edited by BloodRayne
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Regarding an updated build, do you have an eta? My fingers are itching but 192 is simple too big. :)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Thanks a lot, Sir. :)

 

EDIT: Little bug. The floor size is only half the value I set, while the ceiling is 1.5 times thicker. Nothing dramatical, but strange.

 

Besides that I may congratulate you to your program. The whole thing is pretty self-explanatory (not an easy accomplishment) and after having played around with it for one or two hours now, I feel save enough to try it out for creating a mission. Maybe this weeked if I find the time.

 

I'm excited to see how this tool accompanies fast mapping :D

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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You can't build for TDM with this atm, can you?

It works like a charm. It's only for the basic geometry, but this goes pretty fast with it. The rest of the work has to be done in DR, but at least there is one big load of work done.

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I'm very interested In how this might combine with the modular building approach. Having the basic brush shell created quickly could be a huge advantage.

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Thanks a lot, Sir. :)

 

EDIT: Little bug. The floor size is only half the value I set, while the ceiling is 1.5 times thicker. Nothing dramatical, but strange.

 

Besides that I may congratulate you to your program. The whole thing is pretty self-explanatory (not an easy accomplishment) and after having played around with it for one or two hours now, I feel save enough to try it out for creating a mission. Maybe this weeked if I find the time.

 

I'm excited to see how this tool accompanies fast mapping :D

Hey, I'll check that out. Shouldn't be hard to fix. :)

 

 

You can't build for TDM with this atm, can you?

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 very interested In how this might combine with the modular building approach. Having the basic brush shell created quickly could be a huge advantage.

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.

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If I could use this to place TDM prefabs around and make a Balmora sized city with a sewer in 3 hours, I would try it.

Manual entity placement should be added in the next build.

 

Make that 30 minutes instead of 3 hours.

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He wants to bring Thief 2 maps into The Dark Mod. Fan missions?

 

I think it's possible to convert Thief BSP to Quake BSP then to Doom 3 BSP (we did some early tech demos of this).

The problem being, AI, scripts, textures, light_maps, portals, etc. Basically, raw geometry only gives you a small part of the mission

design.

  • Like 1

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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He wants to bring Thief 2 maps into The Dark Mod. Fan missions?

 

I think it's possible to convert Thief BSP to Quake BSP then to Doom 3 BSP (we did some early tech demos of this).

The problem being, AI, scripts, textures, light_maps, portals, etc. Basically, raw geometry only gives you a small part of the mission

design.

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'). ;)

Edited by BloodRayne
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And it is exactly the kind of tool we need.

 

I guess it would be doable to create a similar tools for T2. But it may be better to ask for it in a thief forum (ttlg for example) instead of here.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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