Sorry, didn't mean to jump down your throat there :)

In any case, we'll have to see how Valve makes their plugin, but unless
a lot of time & effort is invested into it, I don't think it'll be as
versatile or easy to use as Worldcraft.

I could be wrong, Valve could put their entire programming team on the
plugin and make it the most amazing map editor ever.

I'm just saying this:

We already have a map editor. In fact we have lots of map editors. The
main one, Worldcraft, is a professional-quality tool that was used to
create the actual game, and highly successful addons like CS. We don't
need anymore editors.

What we do need is a modeling program. 3dsmax with character studio is
like $6000+, way out of the price range of amateur mod teams.

Erik: What do I, as a coder/mod team leader, want to see out of gmax?
I'd like to see good, easy to use modeling support which allows modelers
to create good looking models rivaling anything done in 3dsmax. I want
to be able to put a "Modelers wanted" news post and actually be able to
find some talented artists :)

David
-----
Lead - Front Line Force http://www.flfmod.com

-----Original Message-----
From: Tim Holt [mailto:[EMAIL PROTECTED]] 
Sent: Wednesday, December 19, 2001 10:27 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VALVe: GMAX?

LOL - Well PARDON ME!

 >>>Eric Smith wrote:
 >>>>What do you want to see out of GMAX?

I answered.  If GMAX is saying it's a level editor, then it's a level 
editor.  I only quoted the level quotes because i'm a level maker, not a

modeler.  I do not care about modeling features.  Not in a train, not in

a plane.  I will not make models, ever again!

Real mappers use Notepad by the way.  Check out 
http://countermap.counter-strike.net/Tutorials/tutorial.php?id=40

Dynerman David M wrote:

> Just pulling quotes is a little misleading...
> 
> Discreet has always billed 3dsmax (and consequently gmax) as a level
> editor and a model editor.
> 
> The fact is that at the most basic level, 3dsmax, or gmax, dumps
> information about a 3d design to a file. Examining the filespec would
> allow someone to simply write a .3ds->.map converter, which you could
> run through the tools to get a .bsp
> 
> Back in the day, before there were map editors for Quake 1, people
> usually just mapped in 3dsmax, then exported it to whatever engine was
> being used.
> 
> With the advent of free mapping programs, the use of 3dsmax returned
to
> pure modeling. There are issues above and beyond a .3ds->.map
converter.
> I doubt 3dsmax is aware of the different entities in different games,
> how to properly place lights, etc. It's a very general 3d
visualization
> tool that has been hijacked by the gaming community :)
> 
> gmax is probably billed as level editor to increase its value as a
> product.
> 
> We already have free mapping programs, what we need are free modeling
> programs, and that's where I see the chief benefit of gmax.
> 
> David
> 
> -----Original Message-----
> From: Tim Holt [mailto:[EMAIL PROTECTED]] 
> Sent: Tuesday, December 18, 2001 4:23 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] VALVe: GMAX?
> 
> Nother quote...
> 
> "Save time, money and energy by concentrating on building your games 
> instead of maintaining a proprietary level editor."
> 
> John Newfield wrote:
> 
> 
>>Uhm what? GMAX is primarily aimed at modellers, mapping is a
>>
> possibility but
> 
>>that isn't what GMAX is for.
>>
>>I'm not a big modeller so I can't really answer the question, but I
>>
> just
> 
>>thought I would clear this up.
>>
>>----- Original Message -----
>>From: Tim Holt <[EMAIL PROTECTED]>
>>To: <[EMAIL PROTECTED]>
>>Sent: Tuesday, December 18, 2001 2:45 PM
>>Subject: Re: [hlcoders] VALVe: GMAX?
>>
>>
>>
>>
>>>Just give us the fabled GearCraft :^)
>>>
>>>Really I think what most mappers would say is "I want WorldCraft, but
>>>also add..." and then some features.  Like better leak file tracing
>>>(visualize in 3d rendered mode), option to display models in-editor
>>>(like sprites now), better abstract view of entity relationships to
>>>handle complex setups, ability to toggle sprite view of ents (as
>>>
> defined
> 
>>>in FGD) on and off, ability of different RMF files to maintain their
>>>
> own
> 
>>>"These are the texture files for this map" info, better management of
>>>large texture collections, etc. etc.
>>>
>>>GMAX is cool, but really, what's it got over WC?  Editing models,
etc.
>>>is nice, but 95% of mappers are just that - mappers.  Not modelers,
>>>
> etc.
> 
>>>Waldo
>>>
>>>Eric Smith wrote:
>>>
>>>
>>>
>>>>What do you want to see out of GMAX?
>>>>
>>>>
>>>>
>>>>-Eric
>>>>
>>>>
>>>>
>>>>-----Original Message-----
>>>>From: Eric Smith [mailto:[EMAIL PROTECTED]]
>>>>Sent: Monday, December 17, 2001 4:56 PM
>>>>To: '[EMAIL PROTECTED]'
>>>>Subject: RE: [hlcoders] VALVe: GMAX?
>>>>
>>>>We're looking into it.
>>>>
>>>>
>>>>
>>>>-Eric
>>>>
>>>>
>>>>
>>>>-----Original Message-----
>>>>From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
>>>>Sent: Monday, December 17, 2001 4:48 PM
>>>>To: HLCoders
>>>>Subject: [hlcoders] VALVe: GMAX?
>>>>
>>>>VALVe,
>>>>
>>>>
>>>>
>>>>Are there any plans to release gmax support for half-life.  I know
>>>>
> many
> 
>>>>people would love you if you did.  I'm also aware of the evident
cost
>>>>issue so it is your call.
>>>>
>>>>
>>>>
>>>>- Thanks
>>>>
>>>>--------------------------------------------------------------------
-
>>>>
> ---
> 
>>>>
>>>>Regards,
>>>>
>>>>Lakario
>>>>ModDev.net <http://www.moddev.net/>
>>>>ICQ: [Status]
>>>>
> <http://wwp.mirabilis.com/scripts/Search.dll?to=101390922>
> 
>>>>
>>>>--------------------------------------------------------------------
-
>>>>
> ---
> 
>>>>Get more from the Web. FREE MSN Explorer download :
>>>>
>>>>
>>http://explorer.msn.com
>>
>>
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>>>
>>>
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>>
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>>>
>>>
>>>
>>>
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> please visit:
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>>
>>
>>
> 
> 
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