Difference between revisions of "Talk:Map Editing"
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Rapid prototyping, excellent handling of details and easy on system resources. Community driven, open source and free of charge. Has present recent CryEngine 3 support, of limited usability for CryEngine 2 we use in MW:LL. Can export '''.cga''' files if properly set up, and with the help of external utilities. | Rapid prototyping, excellent handling of details and easy on system resources. Community driven, open source and free of charge. Has present recent CryEngine 3 support, of limited usability for CryEngine 2 we use in MW:LL. Can export '''.cga''' files if properly set up, and with the help of external utilities. | ||
==3D Studio MAX== | ==3D Studio MAX== | ||
− | An industry standard professional suite for 3D content creation and animation - only one carrying official plugins for export import to | + | An industry standard professional suite for 3D content creation and animation - the only one carrying official plugins for export import to CryEngine 2. |
− | Has excellent support for every sort of modeling and animating. Once set up can directly export and import to | + | Has excellent support for every sort of modeling and animating. Once set up can directly export and import to CryEngine 2. Supports basic objects, animation, materials and rigging (joint animation like mech legs). 3DSmax is a commercial product, comes only for Windows and licenses can be bought only for still supported releases. |
3DSmax 2009 32 bit recommended | 3DSmax 2009 32 bit recommended | ||
+ | ==SketchUp== | ||
+ | The product endorsed by Google. One (wich one?) version at least can do graphics for CryEngine. It seems it recommends Collada-0.3.5 (mandating python 2.5.?) for the export. | ||
==Maya== | ==Maya== | ||
− | We know it exists, would appreciate any info. | + | We know it exists, would appreciate any info. The only other official plugins for CryEngine2 are made for Maya. |
+ | ==bitmap art editors== | ||
+ | The game and our mod heavily depends on the geometry enhancing by means of bitmap projection to the surfaces. Here we touch upon some more popular, and thus more likely to be used, tools and suites for managing that part of the work. | ||
+ | ===Gimp=== | ||
+ | Because it's free obviously, and can be used on both Windows and Linux platforms. Open source and community driven development. | ||
+ | ===Photo Shop=== | ||
+ | ''De-facto'' the industry standard, most known, advertised and has become almost the everyday term for an bitmap "redo". It is not known to me if there are any but paid-for versions out there, and if any free licenses can be obtained at all. | ||
==Advanced Text Editor== | ==Advanced Text Editor== | ||
Really any advanced text editor would do, I picked '''Geany''' out of personal preference it exists in both Windows and Linux platforms. | Really any advanced text editor would do, I picked '''Geany''' out of personal preference it exists in both Windows and Linux platforms. | ||
Line 31: | Line 39: | ||
===Maya=== | ===Maya=== | ||
See above | See above | ||
+ | =Setting up the system= | ||
+ | We assume now on the following: | ||
+ | 1. Windows7 64bit or newer | ||
+ | 2. Clean install (literally _zero entropy_ state) | ||
+ | 3. Recent DX9/DX10 compatible graphic card (Nvidia or ATI/AMD 512MB DDR3 RAM or better) with stable (WHQL?) DirectX9 compatible drivers | ||
+ | 4. Working user-data (preferably incremental) backup | ||
+ | We do not know if the process can be stable in an virtual container (but would appreciate any report about that) | ||
+ | ==The game== | ||
+ | == | ||
=Operations= | =Operations= | ||
==Tweaking== | ==Tweaking== |
Revision as of 09:53, 23 November 2017
Introductioin
Map making is a complex topic. Numerous artists send work hours down the so called "pipeline" to produce an actual map. To make the topic easier to understand it is good to familiarize with the tools needed before actual hard work is being done. Here we will cover both tools and operations.
Tools
We will first overview the tools and their limitations before we delve into each tool's setup process.
Blender3D
An well known and largely accepted 3D modeling program with numerous plugins and tutorials across the internet. Rapid prototyping, excellent handling of details and easy on system resources. Community driven, open source and free of charge. Has present recent CryEngine 3 support, of limited usability for CryEngine 2 we use in MW:LL. Can export .cga files if properly set up, and with the help of external utilities.
3D Studio MAX
An industry standard professional suite for 3D content creation and animation - the only one carrying official plugins for export import to CryEngine 2. Has excellent support for every sort of modeling and animating. Once set up can directly export and import to CryEngine 2. Supports basic objects, animation, materials and rigging (joint animation like mech legs). 3DSmax is a commercial product, comes only for Windows and licenses can be bought only for still supported releases. 3DSmax 2009 32 bit recommended
SketchUp
The product endorsed by Google. One (wich one?) version at least can do graphics for CryEngine. It seems it recommends Collada-0.3.5 (mandating python 2.5.?) for the export.
Maya
We know it exists, would appreciate any info. The only other official plugins for CryEngine2 are made for Maya.
bitmap art editors
The game and our mod heavily depends on the geometry enhancing by means of bitmap projection to the surfaces. Here we touch upon some more popular, and thus more likely to be used, tools and suites for managing that part of the work.
Gimp
Because it's free obviously, and can be used on both Windows and Linux platforms. Open source and community driven development.
Photo Shop
De-facto the industry standard, most known, advertised and has become almost the everyday term for an bitmap "redo". It is not known to me if there are any but paid-for versions out there, and if any free licenses can be obtained at all.
Advanced Text Editor
Really any advanced text editor would do, I picked Geany out of personal preference it exists in both Windows and Linux platforms. What counts the most is the number of "recent files" it can hold. Besides that advanced search and syntax highlighting are plus.
Archiver
It is recommended to use both 7z and WinRAR, note the 7z file manager offers dual pane view and a sort of bookmarks(quite effort saving on occassion) while the WinRAR offers better archive "in place" editing.
Sandbox2
The editor is nowadays shipped bundled with MW:LL it is enough just to point the launcher to it to be able to use it.
Import/Export tools
Both Blender and 3DSmax don't come out of the box ready to interact with CyrEngine 2, Various plugins are needed to facilitate this
Blender
Collada 0.3.9 (0.3.5?) Py-FFI-2.1.11 (or?) Python 2.6.6 (mandated by Collada 039)
3D Studio MAX
CryMax tools (need to check versions yet) for 3DSmax
Maya
See above
Setting up the system
We assume now on the following: 1. Windows7 64bit or newer 2. Clean install (literally _zero entropy_ state) 3. Recent DX9/DX10 compatible graphic card (Nvidia or ATI/AMD 512MB DDR3 RAM or better) with stable (WHQL?) DirectX9 compatible drivers 4. Working user-data (preferably incremental) backup We do not know if the process can be stable in an virtual container (but would appreciate any report about that)
The game
==
Operations
Tweaking
Tweaking an existing map that actually has the source files present. Useful to grasp the editor and its basic concepts.
Creating
Making an map from scratch with existing asset pool inside of MW:LL.
Improving
Making (or tweaking) an map with items outside of the present MW:LL asset pool.
Adding Art
Making art and assets not currently present in MW:LL and importing them into the Sandbox2 and further to the MW:LL pool.