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Does it work ? (Forums : Level Design : Does it work ?) Post Reply
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Nov 7 2009, 8:07am Anchor

I have to ask

Does Hammer work with the new free Unreal Engine 3 development kit ?

Nov 7 2009, 9:20am Anchor

I wouldnt want to use hammer with UE3. Hammer is more for BSP geometry.

Toyoka
Toyoka Cpt. Leon Gyroheart
Nov 7 2009, 9:38am Anchor

Well, Hammer is based on Valve's own Source engine, so I wouldn't see how it could work with the unreal engine 3 dev. kit :P

Edited by: Toyoka

Nov 7 2009, 10:00am Anchor

I think its possible. But Hammer is far from enough to develop on UE3.

Nov 7 2009, 10:05am Anchor

well thanks for the info i was just curious is all : )

Assaultman67
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Assaultman67
Nov 7 2009, 5:07pm Anchor

They were being sarcastic for the most part ... im guessing you would at least have to port it through 3ds max or maya or something to get it there ... and even then you have to awkwardly munipulate it ...

(i know for UT2k4 you could import meshes, and then use them as BSP brushes ... but not so sure about UT3 cuz i don't have it :P)

... but why the hell would you wanna do that? :O

no offense, but having positive space  with both add and subtract brushes ... is orgasmic in comparison :P ... It cuts down the amount of brushes you have to place and it also eliminates the probablility of "getting holes" in your level ... i honestly was shocked to find that it was negative space with only positive BSP brushes in hammer when i first opened it ... (at least i couldn't figure out a way to subtract :S)

(again im using UT2k4 as a comparison because i don't have UT3, but i would assume they would keep the fundamentals like BSP the same ...)

Edited by: Assaultman67

Sigma
Sigma Resident Stepmania Freak :D
Nov 7 2009, 5:20pm Anchor

i tought hammer could export the brushes to a format unreal can import
anyway, why would you want to that anyway? at most you will be able to generate some very basic geometry :/

@Assaultman: actualy, additive is the standard now in UT3
if you make a subtractive map, then unrealed automaticly adds a huge brush for you to carve in :)
additive maps allso have shorter lighting calculation times
i once tested it:
made a simple box both additive and subtractive version (different mapfiles duh :p) with a point light in the middle of it)
there was a difference of 1.34 seconds (additive was fastest)
this might not look like alot, but remember, simple cube room with 1 light :) so imagine for complex levels with alot of geometry and lights :p

Edited by: Sigma

Nov 7 2009, 8:09pm Anchor

Well i dont do the maps myself its just that our only mapper only knows around how to do things in Hammer and we plan on moveing to the new UDK since he already made a part of a level so far. And we dont want to waste his work it was hard enough for him to learn how to make a tunnel

Edited by: Greatdictator

ambershee
ambershee Nimbusfish Rawks
Nov 7 2009, 8:11pm Anchor

I should probably point out that Unreal and Source use different techniques anyway. Whilst one might have brushes, one is BSP, the other is CSG. They're different things.

Nov 7 2009, 9:57pm Anchor

I was thinking turn BSP into OBJ, and OBJ into ASE... but as far as i know thats all you'd be able to use hammer for!

Either way you need to have him drop Hammer and just learn about the Unreal Editor.

Edited by: ngs616

Faparith
Faparith Mapper and modeller on Flaming Ice.
Nov 7 2009, 10:09pm Anchor

You could export to .dwf (i think) from hammer then import that as a brush into the udk editor and then add it as CSG. Textures however wont transfer over and it may have a few complaction as well.
But i have to say i prefere hammer to Unreals editior, at least so far.

Nov 7 2009, 10:27pm Anchor

I prefer the Unreal Editor, but its hard to compare them. The Unreal Editor is capable of a lot more.

Assaultman67
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Assaultman67
Nov 8 2009, 4:01pm Anchor
Sigma wrote:@Assaultman: actualy, additive is the standard now in UT3
if you make a subtractive map, then unrealed automaticly adds a huge brush for you to carve in :)
additive maps allso have shorter lighting calculation times
i once tested it:
made a simple box both additive and subtractive version (different mapfiles duh :p) with a point light in the middle of it)
there was a difference of 1.34 seconds (additive was fastest)
this might not look like alot, but remember, simple cube room with 1 light :) so imagine for complex levels with alot of geometry and lights :p

NARRRGGHHH!

 (thats me writhing in pain :P ...)

I honestly would like to know if there is a difference in game play ... even if there is a difference in build time ... because the 1.34 second could be due to something weird like differences in general level "volume" if it uses some kinda volumetric scanning process to calculate lighting :/ ...

I guess it doesn't make much difference ... its still just empty space based with a huge brush :S ...

but why?!?! ... lol I mean you have to define many more surfaces to seal your level than you would for solid space :tired:

Edited by: Assaultman67

Sigma
Sigma Resident Stepmania Freak :D
Nov 8 2009, 4:55pm Anchor

the 1.34 seconds is a average :)
it does not affect gameplay, only background stuff (= making the map) is affected

--

Looking for musicians for unannounced project, PM me for further details :)

Nov 8 2009, 6:15pm Anchor

You don't really have to "seal" your level in unreal engine; as long as the player can't see nothing you're okay.
.. or am i wrong about that?

Edited by: ngs616

Faparith
Faparith Mapper and modeller on Flaming Ice.
Nov 8 2009, 6:27pm Anchor

I think your right. From my Mirrors Edge experience the level just had a big sky dome placed around them and that was it.

Assaultman67
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Assaultman67
Nov 9 2009, 10:17am Anchor
ngs616 wrote:You don't really have to "seal" your level in unreal engine; as long as the player can't see nothing you're okay.
.. or am i wrong about that?

I'd say its good mapping practice for any engine to seal your levels (seal off places people are not supposed to be) ... in general if you don't, people will abuse it once they find out ...

Ill use the example of delta force land warrior (again, i used it in another thread) ... the maps were basically a voxel height map and apparently the height map were also tiled and repeating ... so there were practically no barriers ... you as the player could literally walk a couple miles away from where you're supposed to be ... I once tried to see how far away i could get ... i placed a weight on my keyboard to keep the player walking forward ... and i never hit a barrier, my computer crashed instead ... (i think i got out from the center about 5 miles)

Since the AI didn't even acknowledge you if you were outside a mile ... i just sat back at two miles and sniped them ... which was too easy :|

by sealing the map you make it so people can't get an unfair advantage over the opposition built into the map, whether they are playing SP or MP it doesn't matter because it just ruins the goal of the map when people can camp from a place outside the area they were meant to operate in ...

and as a result it cheapens the victory for them (and angers the people who lose if its MP) ... the harder the victory was to obtain, the better you feel when you complete the level ...

I remember people modding red faction so they could activate their ghost mode from SP in MP, they basically had an unfair advantage because they could pass through all the barriers (bsp, clutter, whatever) ... So I started investigating mapping methods to counter it ... I figured out by putting water volumes outside the level you could kick them out of their "ghost" state (you get tripped from whatever state you are in to a "swim state" which makes the player's "ghost" state get switched to a "swim" state, and thus you can strip the weapons from them and trap them in a separate room isolated from everyone else ... and that room coincedentally had flashing seizure inducing textures and annoying music) :P

anywho, barriers are good :P

(hammer doesn't even build the map if its not sealed right? :S)

Edited by: Assaultman67

Faparith
Faparith Mapper and modeller on Flaming Ice.
Nov 9 2009, 10:43am Anchor

I agree that it is good practice to seal levels. But from what i understand of unreal maps is that the sky can be open (but walls blocking the sides and the map will run fine, unlike in source where the level must obey the sealed world rules or you will get a terrible fps.

Haha I love you cheating solitution, I had similar plans for some of my maps that if a player no clip through a wall he or she would hit a teleport volume and end up in a small room with a grenade spawn :) .

Edited by: Faparith

Nov 9 2009, 1:34pm Anchor

I wasn't saying you don't need to player clip your levels!! haha i didn't kno thats what ya meant

But hammer will still build the map if it isn't sealed. It'll just come up with an error saying theres a leak and it can cause a couple of different issues.

Edited by: ngs616

Toyoka
Toyoka Cpt. Leon Gyroheart
Nov 9 2009, 3:29pm Anchor

Hm... adding teleports for no-clippers, that's a pretty neat idea! Never thought of that before, will try :P

Indeed in Hammer, a leaked map will still work, but it is unprofessional and can in fact cause frame rate issues and the like. The most common way leaks are made is when people don't use displacements properly.. and that is why I am playing around with displacements right now and trying to get used to them for the long run :) Well, that and leaks can also be caused by poor map inspection (ie, not being careful with your brushes).

Edited by: Toyoka

Assaultman67
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Assaultman67
Nov 11 2009, 11:10am Anchor
ngs616 wrote:I wasn't saying you don't need to player clip your levels!! haha i didn't kno thats what ya meant

But hammer will still build the map if it isn't sealed. It'll just come up with an error saying theres a leak and it can cause a couple of different issues.


Screwing around with no clippers was just an example I used to accentuate how far Ive gone to "enforce" barriers for maps ... thus showing why I thought barriers were so important :P

But in general, solid space based BSP makes it much easier keep "containment" without adding to the complexity of the map (instead of a minimum of two brushes to contain a player, it takes only one, thus 1/2 as many faces) ... so why did they change it?

And what did you think i meant NGS? ... now im confused :cry:

Nov 11 2009, 2:57pm Anchor
Assaultman67 wrote:
ngs616 wrote:You don't really have to "seal" your level in unreal engine; as long as the player can't see nothing you're okay.
.. or am i wrong about that?

I'd say its good mapping practice for any engine to seal your levels (seal off places people are not supposed to be) ... in general if you don't, people will abuse it once they find out ...


In the source engine if you don't seal your maps with geometry it'll cause an error called a leak; which isn't too big of a problem except it can cause various other errors to occur..

You don't have to worry about that in the Unreal Engine.

Sigma
Sigma Resident Stepmania Freak :D
Nov 11 2009, 3:17pm Anchor
ngs616 wrote:
Assaultman67 wrote:
ngs616 wrote:You don't really have to "seal" your level in unreal engine; as long as the player can't see nothing you're okay.
.. or am i wrong about that?

I'd say its good mapping practice for any engine to seal your levels (seal off places people are not supposed to be) ... in general if you don't, people will abuse it once they find out ...


In the source engine if you don't seal your maps with geometry it'll cause an error called a leak; which isn't too big of a problem except it can cause various other errors to occur..

You don't have to worry about that in the Unreal Engine.


not rly indeed :) i read somewhere (was on the unrealwiki somewhere) that IF you created a leak then you did something verry verry horribly wrong :p

--

Looking for musicians for unannounced project, PM me for further details :)

Assaultman67
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Assaultman67
Nov 11 2009, 3:18pm Anchor

actually, you can get holes for maps in for UT2k4 ... but it doesn't warn you :paranoid:

is there a difference between a "leak" in Hammer and a hole in your geometry or something in UED?

Nov 11 2009, 4:39pm Anchor

Can you find that for me Sigma?

This is what i'm talking about for the Unreal Engine. A set up like this. // Red = level // transBlue = skydome // Green = player 
User Posted Image
The player never sees "space" and is incapable of leaving the level. But the level is not sealed.
(the sky is only transparent so u can see inside.)

In the Source Engine that would be picked up as a leak. In the Unreal Engine it would not.
If anyone could find some documentation stating otherwise it'd be good for me to see it.

Edited by: ngs616

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