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robowurmz
29 Sep 2006, 18:11
Go to www.worms4mayhem.com and go to the downloads page...at the bottom on the left hand side...

Is it possible that there actually IS a LEVEL EDITOR?

Mr.cosmico
29 Sep 2006, 18:15
Woah! Nice find! That wasn't there before!

guyy
29 Sep 2006, 18:24
Wow...that's great! Doesn't look like there's anything there yet, but if it wasn't there before, maybe it will be added soon! :D

Muzer
29 Sep 2006, 18:56
What was team17's april fools joke this year? If there wasn't one, then they might've realised they didn't do one and done a late one :p

Ah, yes. Thomasp's "I'm leaving" and M3ntal's "3.7.0.0"

But no official T17 ones :(

Fizz
30 Sep 2006, 04:33
What was team17's april fools joke this year? If there wasn't one
Hey Muzer and others,

Was it not the double April Fools prank about the "Ninja Rope?" Or was that last years?!?! They had a thread with a screenshot of the "Ninja Rope" from "Worms 4: Mayhem" holding a crate. Team 17 said that the "Ninja Rope" now will be able to drag around objects. People took it as the Aprils Fools joke, when in fact it was real :rolleyes:.

guyy
30 Sep 2006, 05:19
...Maybe I'm wrong, but a while after posting here I thought I remembered seeing that on the site a long time ago (it was blank then, too). I may not be remembering that right, but don't get your hopes up too much...

robowurmz
30 Sep 2006, 07:59
Just looked on the codemasters forum...someone complained that there was no stable editor and other people were complainin too. This may or may not have spurred Team17 and Codemasters to make a stable editor...
Might take a while to make...

Plasma
1 Oct 2006, 18:37
Hey Muzer and others,

Was it not the double April Fools prank about the "Ninja Rope?" Or was that last years?!?! They had a thread with a screenshot of the "Ninja Rope" from "Worms 4: Mayhem" holding a crate. Team 17 said that the "Ninja Rope" now will be able to drag around objects. People took it as the Aprils Fools joke, when in fact it was real :rolleyes:.
That was last year.

Maunem2
1 Oct 2006, 19:33
As I know, in W:WP was a level editor, wasn't it?
I think, that if fans of W4:M will make letter with offers to Team17 it will be the scientific treatise...

Plasma
1 Oct 2006, 22:32
As I know, in W:WP was a level editor, wasn't it?
WWP was 2D. It would be easy to make a level editor for that.

Fizz
2 Oct 2006, 00:47
That was last year.
Hey Plasma and other worm fans,

Jeez, the years fly by....:eek:

Come to think of it though...would Team17 really put an April Fools joke on the official homepage?! Only people in the forum know that Team17 likes to pull out April Fools jokes.

Maunem2
2 Oct 2006, 11:03
But if they so joke, in indemnification "Team17" should make editor of missions in "Worms 5"...
I so think...

Alien King
2 Oct 2006, 18:08
Come to think of it though...would Team17 really put an April Fools joke on the official homepage?! Only people in the forum know that Team17 likes to pull out April Fools jokes.

Er... Yes.

It happens a lot.

Lurppa
3 Oct 2006, 09:32
To chill you down, 3D mapping ain't so easy as you think.
If not thinking about that random-code thing.

(i've done 3D mapping for Half-Life 2 -engine [source])

I dunno if this was really old post, but I took it by search

Pieboy337
3 Oct 2006, 14:22
please team 17! this had better not be a joke. My hopes are too high to be crushed.

robowurmz
3 Oct 2006, 17:57
Well, since a level editor DOES exist, but not in a stable format, surely they're just working on it being stable and adding a frontend...

Plasma
3 Oct 2006, 18:31
To chill you down, 3D mapping ain't so easy as you think.
If not thinking about that random-code thing.

(i've done 3D mapping for Half-Life 2 -engine [source])
Worms4 maps are much more complicated than Half-life 2 maps, because they're destructable.

robowurmz
3 Oct 2006, 18:35
But the pieces are ready-made, apart from the ground or sand at the floor of the levels.

Maunem2
3 Oct 2006, 18:38
But the pieces are ready-made, apart from the ground or sand at the floor of the levels.
You about that ground, that after blast fly for a while?

Alien King
3 Oct 2006, 18:41
Worms4 maps are much more complicated than Half-life 2 maps, because they're destructable.

It's really the way they are made. The fact they are destructable only influenced the way they were made.

geokes
4 Oct 2006, 17:02
They have the script from placing the girders so if they have it it would be like that.:-/

tehceech
4 Oct 2006, 18:16
Worms4 maps are much more complicated than Half-life 2 maps, because they're destructable.

I don't think worms is as complicated as Half-Life. Saying that map creation is harder because of the land deformation is daft, you create the land and the game engine takes care of the deformation.
The actual process of creating a map with an editor would be no more difficult and a Half-Life map is as easy or difficult to create as you wish to make it.
For example you could just create a series of simple rooms connected by corridors as a deathmatch map. Something more complicated with triggers, advanced entities and scripted events could be created for a single player map.

Plasma
4 Oct 2006, 19:06
I don't think worms is as complicated as Half-Life. Saying that map creation is harder because of the land deformation is daft, you create the land and the game engine takes care of the deformation.
The actual process of creating a map with an editor would be no more difficult and a Half-Life map is as easy or difficult to create as you wish to make it.
For example you could just create a series of simple rooms connected by corridors as a deathmatch map. Something more complicated with triggers, advanced entities and scripted events could be created for a single player map.
I'd disagree on that the game engine takes care of the deformation, as the W3D map must be made in poxels(those little odd-shaped blocks) to begin with.

Vader
4 Oct 2006, 19:18
You'd just need to specify an are for the poxels to fill.

You don't think Team17 built their maps poxel by poxel like Lego, do you?

Maunem2
4 Oct 2006, 19:18
I agree with Plasma becose W3D maps realy was more simplier than W4:M maps. About HalfLife's maps I don't know - yet not playing
...So, we need in stable and powerful level editor... if we want it...

Acegikmo
4 Oct 2006, 21:17
I'd disagree on that the game engine takes care of the deformation, as the W3D map must be made in poxels(those little odd-shaped blocks) to begin with.

haha, yeah, now that wouldn't lag at all :D

robowurmz
5 Oct 2006, 07:09
Hmm..Where is that unstable editor? I wanna have a go...and see if I can get that "Please No more Islands" island to work....

quakerworm
5 Oct 2006, 10:08
I don't think worms is as complicated as Half-Life. Saying that map creation is harder because of the land deformation is daft, you create the land and the game engine takes care of the deformation.
nope. the levels are actually created with deformation in mind. it's not just the game's engine.

the w3d/w4 levels consist of lattices. each lattice is created as a block of X by Y by Z poxels. the poxels start out as just 'bricks', and so the overall lattice is brick-shaped. then, the lattice can be deformed in two major ways. first, you can adjust the width and position of 'horizontal' layers between the poxels. in this way, you can go from your brick-shaped lattice to a pyramid-shaped lattice. all of the poxels in the lattice get deformed accordingly. second, you can add a height map of sorts. this can be used to convert your brick/pyramid-shaped lattice into a segment of a cylindrical or spherical shell, or to create 'terrain' on the latice's surface. again, all of the poxels get deformed as well. so what you get are blocks of bricks that can be slightly bent. finaly, the last adjustment you can make is turn on/off some of the poxels. this, for example, can let you cut out a hole in a lattice. also, all of the terrain in w3d has been constructed by placing large lattices and cutting out some poxels. in w4 it's just the hills that are done that way, since most of the terrain is height mapped.

now, you must put lattices together into various objects. to simplify this, you can attach lattices to other lattices on the map. then, if you move the parent lattice, all lattices attached to it move and rotate with it. this way, if you created, say, a ship out of lattices, you can easily create a copy of it, and place it elsewhere on the map, without worrying about all your lattices falling appart.

there are some other map objects which are attached to the existing lattices, but they are not destructible. this includes some polygonal objects, smoke generators, spawn points, and some other things.

when the game starts, other than creation of girders, the only change that happens to the lattice objects is that the poxels get turned off when they are destroyed. (on the engine level, of course, there are many other changes, since meshes and light maps have to be adjusted.) the level's designer is ultimately responsible for how large the poxels are going to be in each location, and therefore, how realistically the objects get destroyed.

Plasma
5 Oct 2006, 18:03
You'd just need to specify an are for the poxels to fill.

You don't think Team17 built their maps poxel by poxel like Lego, do you?
Uhh... sorta something along those lines...

haha, yeah, now that wouldn't lag at all :D
Not if the engine was made to blend in the poxels/lattices, like the way it already does in the games.

quakerworm
6 Oct 2006, 00:50
haha, yeah, now that wouldn't lag at all :D
the reason that it does not lag is that the meshes are not generated for each frame. the polygons that need to be displayed do not change unless there is a deformation, so to optimize performance, the engine generates meshes for each lattice of poxels. during that process the faces of poxels you do not see are removed. that way only the surface of each lattice needs to be displayed. after an explosion, if the lattice was moddified, the mesh is regenerated. since only a few lattices need to be updated at that time, there is not much of dellay. furthermore, the explosion special effects tend to cover up the fact if the mesh takes a bit longer than one frame to update.

light maps take even longer to update, so often you can see shadows on landscape appear or disapear a few seconds after the explosion.

AndrewTaylor
6 Oct 2006, 12:51
It's not an April Fool's joke, is it? Because it's sodding October.


Though it could be Sel's leaving "present" to Team17 ;)

thomasp
6 Oct 2006, 14:04
It's not an April Fool's joke, is it? Because it's sodding October.


Though it could be Sel's leaving "present" to Team17 ;)
Or it was an April Fools Joke, and nobody noticed it on the morning of April 1st, so T17 decided to leave it up and see how long it took people to notice - 2 days under half a year :eek:

Maunem2
6 Oct 2006, 14:56
I was at Mayhems' site, I saw in "Downloads" link "Level Editor", but it was empty...

ahameed
7 Oct 2006, 21:47
Was Alien Strike For WWP An April Fool Prank?

quakerworm
9 Oct 2006, 04:38
Was Alien Strike For WWP An April Fool Prank?
yes, i believe it was one of the past t17 april fools pranks.

Muzer
9 Oct 2006, 19:46
I thought that was W2...

ahameed
9 Oct 2006, 21:09
I thought that was W2...

I Seen The Alien Strike From The Encyclopedia In The Game Lost Pages I Think There's A Sticky About It.

Muzer
11 Oct 2006, 20:55
But it's describing an event in W2, as they're other working cheats like **redblood** for instance, and the cheat was **spaceman**. So I'm pretty certain it was W2.

ahameed
12 Oct 2006, 13:03
I Don't Really Know If It's For WWP Or Not, Because I Only Seen It In The Encyclopedia.

AndrewTaylor
13 Oct 2006, 11:02
Well it's fictional in any case so what does it matter which game it isn't in?