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Vertex manipulation?

Posted: Mon May 22, 2006 2:50 am
by StandardDeviant
I'm starting a proof-of-concept demo for a game that I have, well, a concept of. And I've hit sort of a brick wall - there is no vertex manipulation in RfEditPro that I know of. All I can do is boxes and boxes and boxes, which is definitely not what this concept entails.

How would I go about setting up, say, WorldCraft for editing my levels? I have some experience (years ago) with this editor, and I've read that it can be used with RF. Will I just be setting up the level geometry in WC and then texturing and putting in entities via RFEditPro? Or is there a way I can do it all in one?

Posted: Tue May 23, 2006 12:43 am
by hike1

Posted: Tue May 23, 2006 10:25 pm
by GD1
to be honest, vertex editing isn't all it's cracked up to be. the next-gen project i'm working on now is currently using the Q3Radiant editor until we can finish our own editor. the vertex editing is probably the one feature i use the least.

if you work at it, the primitives in RF edit pro can be created to nearly any size and shape you could possibly need. take careful note of the menu on the right side of the screen when creating level geometry. learn this menu and you will forget vertex editing ever existed.

Posted: Mon May 29, 2006 8:08 am
by disscombobilated
Milkshape and MAX have vertex editing, try making a big empty box, skying all 6 sides and fill in the rest with SEPs and static meshes. you can normal map the SEPs and set collision on the meshes. over all they make for a much nicer looking level. and bonus, the framerates better providing you have a good g-card

Posted: Mon Nov 12, 2007 8:30 pm
by Jay
framerate is just better because StaticMeshes and SEPs don't have lightmapping applied to them. But StaticMeshes and SEPs can look pretty nice too even when you disable the lighting using a FillColor.