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Geek Culture / Considering switching to UDK from DBP should i?

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PAGAN_old
19
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Joined: 28th Jan 2006
Location: Capital of the Evil Empire
Posted: 21st Jul 2010 04:46
its not? Well,im gonna play around with it anyway altho the editor in this kinda sucks but better than nothing.

dont hate people who rip you off,cheat and get away with it, learn from them
gamerboots
16
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Joined: 8th Dec 2008
Location: USA
Posted: 21st Jul 2010 14:17
Quote: "No, he wants a more powerful engine than DBP, not an engine made in DBP and therefore less powerful..."


if power is the issue, go for straight c++ and have fun writing all the wrappers.
@pagen
seeing that your intent on trying out different engines,
here is another one that may be of interest to you pagen
http://www.3drad.com
good luck with your project and I hope you find what your looking for.

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Gamerboots~
Van B
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Location: Sunnyvale
Posted: 21st Jul 2010 15:01
I've said it before, but I think your as well sticking with DBPro, and maybe taking a 'project holiday' to write a level editor that you can use in multiple projects. No level editor can replace a modelling package, level editors don't have to, in fact the very basics of a level editor could be done in no time at all.
The bottom line is that there is no level editor out there that's perfect for the way you work, the perfect level editor for a project is one made specifically for that project.

Personally, I always preferred the Oblivion editor to UDK or any other engine, the way the pieces snap together is just great - and that's the sort of thing you need. Your not gonna use the blivvy editor, and no other editor out there will support you snapping things together however you like. Have you seen the RealmCrafter editor? - it's a case of loading a mesh, scaling, rotating, and positioning - the sort of thing that can be done in DBPro in no time at all. If you want good options and an editor that does everything you need, then you need to write it yourself.

There is absolutely no reason why you can't keep on using DBPro for your game, everytime there's a thread like this, it basically represents a tombstone, with your projects name on it. You start flip-flopping between engines, hoping to find some perfect feature set, but it doesn't exist. All these engines are offering you neat terrain and level editors, but there are already great terrain systems for DBPro, look at BlitzTerrain and tell me that can't handle your project!. If you can model, then your level editor can be basic as hell, adding features improves workflow - and you'll know yourself which features will make a difference once you start working with it.

Look into terrain options, scripting, and making a basic level editor - it'll be the most productive thing you've done since this thread started, I promise. In the same time you could have a level editor done, you could have been putting maps together.


Health, Ammo, and bacon and eggs!
David R
21
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Posted: 21st Jul 2010 16:01 Edited at: 21st Jul 2010 16:03
Quote: " everytime there's a thread like this, it basically represents a tombstone, with your projects name on it. You start flip-flopping between engines, hoping to find some perfect feature set, but it doesn't exist"


This.

I'm not necessarily for or against DBP, but from personal experience I found you can go between lots of amazing toolkits and engines, only to find that in actuality, going 'back to basics' works better

I went through a bunch of things - custom stuff with C++, HAXE (which is damn cool, but tricky to get started I found), Java for game dev (which I'm still interested in, but sounds seems to be the main sticking point) and a bunch of £££ toolkits etc.

In the end I've found myself going back to just C++ with Irrlicht, relying entirely on it for the cross-platform-ness and focusing on making a game rather than the engine that underpins it

Tools are cool and everything, but make sure you're focusing on what actually helps the game to be better as a result. Every engine has its drawbacks, so if you're after something that makes literally every task a breeze / has no caveats: good luck. I'm fairly certain it doesn't exist

09-f9-11-02-9d-74-e3-5b-d8-41-56-c5-63-56-88-c0
PAGAN_old
19
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Location: Capital of the Evil Empire
Posted: 21st Jul 2010 18:47
@van B I did make a simple editor a few months ago, you could import a terrain and models (.dbp and .x) move them around, rotate them scale them. But in the end all i could do is just same a bunch of models at their angles and position. I couldnt figure out how just combine everything and save it as a single level model. I tried making all the models as limbs, but when the already textured models become limbs, thhey loose their texture and ill have to retexture them all over again in db. This isnt what i have been hoping to accomplish at all so i abandoned the project. shame because it was almost complete.

dont hate people who rip you off,cheat and get away with it, learn from them
heyufool1
16
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Joined: 14th Feb 2009
Location: My quiet place
Posted: 21st Jul 2010 19:47 Edited at: 21st Jul 2010 19:47
Quote: "i looked at unity 3d, the only thing you can download is just a 30 day trial version."

Here, follow this link:
http://unity3d.com/unity/download/
The download is the indie version and a 30 day trial of the pro version. So after 30 days of the pro it will revert back to the free indie version.

"So hold your head up high and know, it's not the end of the road"
Up-coming RPG!
gamerboots
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Location: USA
Posted: 21st Jul 2010 20:35
I like what van said - build your own editor
seems like every project I do or plan has its own little editor somewhere

only takes a little bit to make one and the nice part of it is , it will be exactly the way you want it

Quote: "I couldnt figure out how just combine everything and save it as a single level model"


the question is , are you using dbc or dbp ?

if the answer is dbp then it seems like there were several threads I remember where people asked this questione on how to save dbo's and such. perhaps you should do a search or ask again.

----------------
Gamerboots~
PAGAN_old
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Posted: 21st Jul 2010 21:02
I used DBP. I know how to save a single model as .dbo, i also made a small converter from x and .dbo i just dont know how to combine several models into one that dosent involve making limbs. i made a thread or 2 about this, but noone knew how to get it done without limbs. Thanks for unity btw, ill try it out

dont hate people who rip you off,cheat and get away with it, learn from them
gamerboots
16
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Posted: 21st Jul 2010 21:40
an interesting question - how to save a dbo objet without making limbs.... have you tried perform object csg union ?

the saved object can then be loaded with

ok, done my good deed for the day.

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Gamerboots~
PAGAN_old
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Posted: 21st Jul 2010 22:01
will that work for like 30+ objects?

i think i remember trying that cgs union but it didnt work for some reason, but ill try it again as soon as i get my DBP set up again.

ill try blitz terrain too. Also there is a terrain editor i like a lot called T.ED, I even purchased a copy but it has a crappy texturing and its format has serios problems with how light responds to the terrain it absorbs a lot more light than any regular format making the entire terrain so bright that it turns white. I tried using T.ED in the gamestudio A7 and i got the same thing. Sucks because its the only terrain editor i know that you can make INSANELY huge (like mmorpg size) terrains and split it up into small pieces (for procedural loading) and i really like that. Also it has good scupting tools. Just someday i really want to make a game with a very large area, i already have the procedual loading code done in one of my abandoned projects, but screw it, that one piece of code is the only good thing in that project

dont hate people who rip you off,cheat and get away with it, learn from them
PAGAN_old
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Posted: 23rd Jul 2010 10:17
I also realized that i bought world studio 3D a few years ago, i completley forgot about it. I will give it a try

dont hate people who rip you off,cheat and get away with it, learn from them
Indicium
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Posted: 23rd Jul 2010 10:49 Edited at: 23rd Jul 2010 16:27
C++ doesn't have a built in level editor either.

EDIT: didn't see second page.

PAGAN_old
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Posted: 23rd Jul 2010 11:31
damn i wish it did

dont hate people who rip you off,cheat and get away with it, learn from them
Nomad Soul
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Location: United Kingdom
Posted: 23rd Jul 2010 16:03
You can build a map using the FPS Creator map editor then export and import the whole thing into a DBPro project.

You could also use 3D World Studio (another Leadwerks tool) to make very large maps which can be imported into DBPro projects.

I agree it must be painful trying to build a DBPro map using all those co-ordinates and values but importing the level geometry will make life easier.

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