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Author Topic: Idea: prefab rooms for quick map creation  (Read 8919 times)
Neon_Knight
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« on: January 26, 2014, 09:17:25 AM »

I was thinking on this for over a long time.

What if I make caulked, optimized, blocksize-adapted rooms with different amount of levels (1-3) and different features such as stairs, teleporters and the like so mappers can use them on level editors?

For example room1.map would be a 1024x1024 room with a set of spiral starcases coming from the floor into the first level, and a second pair of stairs going from first to second level.
room2.map would be a simple 512x512 room with two staircases leading onto an altar.
room3.map would be an L-shaped room with many levels and a death pit.
And so on...

I would make those rooms considering the needs of mappers, ofc, but these rooms should be reusable.

(I've considered the pfb format, but it seems that pfb support was cut at some point)
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Akom74
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« Reply #1 on: January 26, 2014, 10:02:26 AM »

I agree, it's not a bad idea.

I suggest the .map format to release the rooms. Some .pfb are not compatible from an editor to another if i remember well.

Wink
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Neon_Knight
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« Reply #2 on: January 26, 2014, 10:54:54 AM »

Yep, and some .map files (IICR, GTKR 1.5 maps are XML based .map files, contrasting with the other editors who follow the Quake-based .map file) aren't in other editors. NetRadiant can open almost all of them.

Here's a first prefab room attempt. Completely caulked, 1024x1024, three levels, stairs.
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fromhell
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« Reply #3 on: January 26, 2014, 04:17:15 PM »

I was also similarly thinking about staticmeshes, but used in a style similar to CSGO (for corners and sharp edges) rather than the staticmesh excessive UT2003
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Neon_Knight
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« Reply #4 on: January 26, 2014, 09:31:07 PM »

Wasn't Joshua creating those sweet small brick-like models which could be this game's equivalent to staticmeshes at some point?
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