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Does anybody prefer the OLD BSP creation method?

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  • replied
    Vote for Geometry 2.0 here!!

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  • replied
    Originally posted by TheJamsh View Post
    BSP still has some use, mainly for blocking out levels according to scale etc. It's still a very well used workflow and shouldn't be overlooked, I just find the new method of creating said BSP Brushes very cumbersome compared to the builder-brush system in UE3 and Rocket.
    Sure just saying adding level editing features to UE4-sub would be like adding word processor features to a spreadsheet.

    My opinion a stand alone editor would be a better all round solution.

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  • replied
    Well Geometry 2.0 is planned so I guess Epic is aware of the problems. Maybe they could shed some light on what's planned?

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  • replied
    Originally posted by FrankieV View Post
    Maybe for any free level editor that may or may not come in the future but is not required in shale we say UE4-Sub.

    My reasoning is simple. In a brushed based map only “one” person can effectively work on a single map or at least manage all aspect of the design at a time.

    Switch to mesh you can break up the total workload across as many modelers as you have on hand or anyone with general skills could just as easily make additions or corrects based on observation.

    The other side is much more complex environments can be made as a fan based project. Imagine making a high detail version of the Tower of London for example.

    As someone with 3ds Max skills there is a clear pathway as to project management that I expect this is the direction that Epic feels would work best.
    BSP still has some use, mainly for blocking out levels according to scale etc. It's still a very well used workflow and shouldn't be overlooked, I just find the new method of creating said BSP Brushes very cumbersome compared to the builder-brush system in UE3 and Rocket.

    Leave a comment:


  • replied
    Meshes are great and all(for those who like/use them), but it seems the BSP tools have been neglected in lieu of more graphics(yet again), and thus are in an appalling state of disrepair. I can't imagine it would be very difficult to redo the entire BSP system, and bring it up-to-date with Sauerbraten...probably take less than a month!

    The older tools were decent...but that's it.
    Last edited by CT007; 07-15-2014, 02:33 AM.

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  • replied
    Maybe for any free level editor that may or may not come in the future but is not required in shale we say UE4-Sub.

    My reasoning is simple. In a brushed based map only “one” person can effectively work on a single map or at least manage all aspect of the design at a time.

    Switch to mesh you can break up the total workload across as many modelers as you have on hand or anyone with general skills could just as easily make additions or corrects based on observation.

    The other side is much more complex environments can be made as a fan based project. Imagine making a high detail version of the Tower of London for example.

    As someone with 3ds Max skills there is a clear pathway as to project management that I expect this is the direction that Epic feels would work best.

    Leave a comment:


  • started a topic Does anybody prefer the OLD BSP creation method?

    Does anybody prefer the OLD BSP creation method?

    I personally find the new BSP Brush tools much more difficult and time-consuming to use than the UE3 ones. I vote that the builder brush is brought back to the mix, as the new drag-and-drop mechanism is somewhat slow to work with.

    Also, the inability to store transform information in those brushes is a bit annoying, especially for someone like me who likes to line up the the grid wherever possible.
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