Project Stealth

Forums => Public Discussion => Topic started by: Tidenburg on July 23, 2009, 11:50:46 PM

Title: Now that GE's for ledges are not required.
Post by: Tidenburg on July 23, 2009, 11:50:46 PM
Can we start making maps already? Is there actually anything we have to take into account while building or will we just be able to add things like anti-grab volumes later on? Players the same dimensions and all?
Title: Re: Now that GE's for ledges are not required.
Post by: frvge on July 23, 2009, 11:53:18 PM
Quote from: Tidenburg on July 23, 2009, 11:50:46 PM
Can we start making maps already?
No, Editor's not ready yet. We still have to implement a lot of things.
Quote
Is there actually anything we have to take into account while building or will we just be able to add things like anti-grab volumes later on?
Lateron should be fine.
QuotePlayers the same dimensions and all?
yes, but like triple the UT3 size.
Title: Re: Now that GE's for ledges are not required.
Post by: Zedblade on July 24, 2009, 01:01:00 AM
You could have started a long time ago. You can start building the layout and creating the art. Even populate the level and start basic lighting in the normal UT3 editor. Once the editor is out, you can open your map up in the PSeditor and start incorporating PS only stuff.

Just use the CT size standards for coop and stuff.
Title: Re: Now that GE's for ledges are not required.
Post by: LennardF1989 on July 24, 2009, 02:45:01 PM
I've said that millions of times. Converting to a PS map is only a matter of seconds (and some days for the stuff for the things UT3 editor doesn't provide, like EE's - NOT GE's -).
Title: Re: Now that GE's for ledges are not required.
Post by: Farley4Fan on July 29, 2009, 01:06:22 AM
Fascinating...  I have no idea what on Earth is going on...
Title: Re: Now that GE's for ledges are not required.
Post by: Gui Brazil on July 29, 2009, 02:22:08 AM
You never do.
Title: Re: Now that GE's for ledges are not required.
Post by: Farley4Fan on July 29, 2009, 04:48:54 AM
T(d)ouche!

:D
Title: Re: Now that GE's for ledges are not required.
Post by: Tidenburg on July 29, 2009, 08:38:15 PM
Just got L4DPC after lennard posted to that site in another thread. I'm gonna mess around with Hammer first before I try anything for PS. I hate the bloody 3D cam controls though. D:
Title: Re: Now that GE's for ledges are not required.
Post by: Gui Brazil on July 29, 2009, 11:49:25 PM
If A isn't B, why will you learn A when you need B?
Title: Re: Now that GE's for ledges are not required.
Post by: frvge on July 30, 2009, 12:13:39 AM
Hammer is said to be a pain in the ass if you want to do anything remotely non-standard.
UE3 might have a slightly higher starting point for the learning curve.

I only know the basics of UE3 myself, so I don't really know.
Title: Re: Now that GE's for ledges are not required.
Post by: Tidenburg on July 30, 2009, 01:32:47 AM
Quote from: Gui Brazil on July 29, 2009, 11:49:25 PM
If A isn't B, why will you learn A when you need B?
Because I already know B and B won't let me make maps for one of my favourite games?

Hammer's nice but it's missing quite a few things I'd've thought standard in an authoring tool, you can't even scale static prop/meshes. :/
Title: Re: Now that GE's for ledges are not required.
Post by: lemke on August 08, 2009, 02:47:20 AM
Could someone post the CT size standards so I could start making a map.  I don't recall them and I doubt I could easily find them..

Thanks. 
Title: Re: Now that GE's for ledges are not required.
Post by: frvge on August 08, 2009, 03:07:46 AM
Quote
1. Vent Size: 128x128
7.Grab height: I'm not exactly sure, but there is a minimum and maximum. All of which use the same animation. Grabbing using the same animation but at differant heights would be more of a engineer job. (Blending from jump to climb up where a 'grab' event is located.)
3. Door Height/width: Single door - 128x256. Double Door - 256x256.
4.Split Jump Width: 192
5. Running wall jump height of vent: Unsure. The height is probably around 384.
6. COOP Height: 512
7. Rail pull height: 96 (From the lege the spy hangs from, to the top of the heighest railing point.)
8. Pole radius/width: 16
9. Zip Line radius: 4
Title: Re: Now that GE's for ledges are not required.
Post by: MR.Mic on August 08, 2009, 03:15:37 AM
Also, the spy is about 180-190 units tall while standing.
Title: Re: Now that GE's for ledges are not required.
Post by: lemke on August 08, 2009, 03:18:20 AM
thank you very much.  Good thing I hadn't started building the level.
Title: Re: Now that GE's for ledges are not required.
Post by: monterto on August 08, 2009, 04:58:57 AM
can i liek pls make mpas for double agnt editor im verrrrrrr pro thanks i make maps for ut and im pro srry for my england isnt vry good
Title: Re: Now that GE's for ledges are not required.
Post by: LennardF1989 on August 08, 2009, 12:27:52 PM
Quote from: monterto on August 08, 2009, 04:58:57 AM
can i liek pls make mpas for double agnt editor im verrrrrrr pro thanks i make maps for ut and im pro srry for my england isnt vry good
I lol'd xD

The point was that he made it look like he was just applying to get a SCDA Versus editor, which we obviously don't have.