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#1 |
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Kot-in-Action
Join Date: Oct 2010
Reputation: 67
Posts: 389
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I have been thinking of releasing level editor for SS:BR, so people can actual unique environments for the game. Along with that I want to launch Darkplaces engine modding portal, where I can post, for now, some tutorials on level design and level decorations content creation for SS:BR (which I am going to do anyway for Steel Storm 2).
However, given that majority of our users didn't vote for the game to be in the Indie of the Year Top 100 and only few people ever made missions for the game, I am wondering if it worth packing up level editor and tools to be released. |
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#2 |
![]() Join Date: Jul 2011
Reputation: 0
Posts: 33
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This interests me greatly but i understand the reluctance given the few that seem to take any interest. I will continue to release new missions at least for a fourth campaign and a set of missions for tod mod.
It's a shame there are so few takers, this is a simple game but given the chance addictive and fun. I'm so tired of the more complex games. To my mind its only failing is a lack of content, few levels, few enemies. Still for a small team and limited resources I'm not really complaining. Wish you best of luck with ss2 will be keeping an eye on it. |
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#3 |
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Kot-in-Action
Join Date: Oct 2010
Reputation: 67
Posts: 389
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Submitted level editor to Steam, hopefully it will prop tomorrow
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#4 |
![]() Join Date: Aug 2010
Reputation: 19
Posts: 392
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The editor is already quite nice but what keeps me off is that I have to rework from the already existing maps, maybe I'm not the only one... Do you mean people would be able to export their own maps and add objects from there?
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#5 |
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Kot-in-Action
Join Date: Oct 2010
Reputation: 67
Posts: 389
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What you have is no a level editor. It's a mission editor.
The level editor is a standalone app and it allows you to create unique level geometry. Once you made the environment, you can load it up into the game, open mission editor and add units and whatnot. |
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#6 |
![]() Join Date: Aug 2010
Reputation: 19
Posts: 392
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I see what you mean. Looking forward to it.
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#7 |
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Kot-in-Action
Join Date: Oct 2010
Reputation: 67
Posts: 389
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Aye, two day and Steam isn't replying.. Probably swamped. Really hoping for this week release.
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#8 |
![]() Join Date: Aug 2011
Reputation: 14
Posts: 216
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nice, but i think it wont be used at all. i have a question though, if a fan would offer making missions for you to release for little to no payment, would you agree?
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#9 |
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Kot-in-Action
Join Date: Oct 2010
Reputation: 67
Posts: 389
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I would definitely love doing what Valve did - paying a bonus to the author whose missions would bring us huge sales.
However I highly doubt that will happen, because of lack of advertising. I am certainly looking forward releasing a community mission pack, if the missions are good. |
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#10 |
![]() Join Date: Aug 2010
Reputation: 19
Posts: 392
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Got the update here today. I'd like to experiment with it but I'm not good with this sort of stuff
Hopefully someone will find a better use of it though.
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#11 |
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Kot-in-Action
Join Date: Oct 2010
Reputation: 67
Posts: 389
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Do you guys have Launch options when you start the game? (The Game and The Editor)
I'll post some tutorials soon. |
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#12 |
![]() Join Date: Jul 2011
Reputation: 0
Posts: 33
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Dont use any options myself - looking forward to the tuts
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#13 |
![]() Join Date: Dec 2011
Reputation: 8
Posts: 62
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Release of the level editor is great news, especially these days, when more and more companies decide against it. Thanks for releasing it!
To get editor to work, I chose "steelstorm" folder as engine folder. I couldn't get textures to show up for a while, but then discovered that they show when I double click the folder in the Texture Browser. Hope that helps someone out. I posted news about the editor release at the idtech resource Doom3World.org Last edited by _Emo_: 12-16-2011 at 07:17 PM. |
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#14 |
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Kot-in-Action
Join Date: Oct 2010
Reputation: 67
Posts: 389
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Yay _Emo_, thanks.
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#15 |
![]() Join Date: Dec 2011
Reputation: 8
Posts: 62
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My complaints about the editor so far is that the Ctrl-Tab shortcut to change views don't work, it centers the view on camera instead, so I have to open two separate windows for front and side views. Even more, they are not open when I start the editor next time, so I have to open them again.
Also, I can't find option to subdivide patch meshes. Last edited by _Emo_: 12-16-2011 at 07:36 PM. Reason: Adding more feedback |
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