Hello,
This is my current project that I'm working on.
It's an indoor level creator meant for indoor games.
It's rather simple, and I'll explain the process of building a level here.
1.) You start out with a grid of 50x20 (Option to change dimensions isn't possible at the moment, but may be in the future)
2.) Left click to raise and create a walll, right click to lower the wall.
When a wall is raised, a texture is automatically applied to the wall. The way this works is, you simply select a texture set before you create anything. It may be to have stone walls, with gravel ground and a brick roof. The level consists of 3 main parts, the ground, the roof, and the walls.
In the picture below, you'll see a generic floor/roof along with stone walls.
3.) After you've raised the tiles to your liking, you can apply a roof, and scale it if you want some parts of the level outdoor. Since this is meant to be an indoor level editor, the focus isn't complex roof scenes.
4.) Save your map as a .x file.
Now, this is where the editor takes over. As you'll see in the screenshot, 12000 polygons running at 13 FPS is ridiculous!!!
BUT, you'll also see I have an estimated polygon count under that. The estimated polygon count is what the level will automatically be reduced to using my magic technique.
The more tiles you raise the higher the polycount, the less you raise, the lower the polygon count. No matter what though, the polygon count once you export your level will always be lower, and thus the level editor optimizes your level for you.
Another magic part of the editor is that the ugly seems on the floor disappear.
Sounds too good to be true, and it is. Unfortuantly the texture will appear very low res, but this is a result of the optimization above.(Lowering the polygon count).
5.) Finally, load your level into DBP and apply collisions using NG ,the in-built collision system, or perhaps your own!
top: Inside level with roof applied Bottom: Overview workmode
Created in under 5 minutes!
Features to come are: (In-order of priority)
- An IDE and menu
- Import .x/.3ds/.dbo/etc. models for placement. (At this point there is a beta placement system, but I'm planning on making it more efficient and giving users more control.)
- Optimize the editor to make it faster!
- Fix low res textures on floor after exporting.
- More textures sets for level (Currently only 4)
-------------------------------------------------------------------
F.A.Q
1. Q.) Where's the demo?
A.) 1 of 2 things will happen before a demo is released. The demo will be released once either the IDE is finished(so you can use it easily), or once the full version is complete the demo will be released.
2. Q.) When will this level editor be finished?
A.) I'm going to do everything in my power to get it finished as soon as possible. I don't want to give an exact date, but I'd like to have it finished by June/July time.
3.) Q.) Wow, you really hyped this up, but, Valve Hammer and the other level editors put this one to shame. What's up with you?
A.) Aren't I allowed to get excited too?
Of course this isn't going to be the best level editor out there. The goal of this level editor is to be able to make levels fast, and easy enough for someone with no 3D knowledge to build/design a gret level.
4.) Q.) What genres of games do you recommend for this tool?
A.) Maze games, FPS, Adventure games, or anything involving indoor scenes.
5.) Q.) You emphasize indoor, but can I make outdoor levels at all?
A.) Yes you can in a sense. Just take the roof off and you can have a outdoor or part-outdoor level.
6.) Q.) Is this product going to be sold once it's finished?
A.) At this point and time, I'm not planning on selling this map editor.
-------------------------------------------------------------------
Well, hope you enjoy. Feel free to post any questions or comments (if I didn't already boost/answer them myself
) about the Level Editor.
A book? I hate book. Book is stupid.
(Formerly known as Yellow)