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๐Ÿงต Software for game level modelling?

Anonymous No. 838681

I use Blender for character and prop modelling but I absolutely loathe using it for making game environments. All I need is something similar to Valves Hammer Editor except that I can export it to the engine of my choice

Anonymous No. 838702

Try UE5

Anonymous No. 838709

>>838702
how do I learn not to suck at UE4/5? I fucking hate blueprints and I can't wrap my mind around them.

Anonymous No. 838736

>>838681
The problem is that nobody really uses 'level editors' anymore. Levels are no longer carefully constructed, efficient BSP trees. They are now just piles and piles of meshes slammed together with tens if not hundreds of thousands of tris worth of useless geometry that will never be seen because it's buried inside walls.

https://trenchbroom.github.io/ supports OBJ export.

There's also a tool for converting UE1 maps to UE4. If you go this route, the most stable version of UnrealEd is probably 2.1 included with GOG Unreal Gold, or otherwise available from oldunreal.

https://www.epicgames.com/unrealtournament/forums/unreal-tournament-development/ut-development-level-design/9285-ut4x-converter-1-0-1-05-09-2020

Anonymous No. 838739

>>838736
Also you have Qodot for using trenchbroom output in Godot.

Anonymous No. 838781

>>838739
>>838736
Op here, thank you this helps a lot

Anonymous No. 838782

>>838781
Man, just learn UE5 or Unity, why would you waste time on this old software?

Anonymous No. 838811

>>838736
This.

Anonymous No. 838862

>>838782
UE and Unity require you to have a bunch of mesh assets to make your level out of. They can't construct complex geometry on their own. As I said in >>838736, they're not really level editors. All they really do is allow you to place a bunch of models made in an external 3D application, and run game code around them.

Unity has no BSP or CSG functionality. UE does, but it's buggy garbage that somehow has fewer capabilities and literally functions worse now than it did back in 1998.

If you just want to get straight to mapping out a level, then it's no joke that things were faster and more efficient 20 years ago than they are now, because these modern engines were designed for level designers to work in tandem with a game studio's 3D modellers, rather than have the level designer to model the environment in-editor.

>>838681
OP might also be interested in this https://assetstore.unity.com/packages/tools/modeling/realtime-csg-69542

It adds the kind of functionality you're looking for to Unity. I'm pretty sure there's a similar plugin for UE4, but I couldn't tell you how updated/maintained either of them are.

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Anonymous No. 838945

If source engine wasn't gated by private licenses maybe BSP engines wouldn't be as sparse.

Anonymous No. 838997

>>838736
It's a shame because something like this capability Source Engine had seems nifty as fuck for level design.
https://twitter.com/JasperRLZ/status/1412586569840488452

Anonymous No. 839758

>>838736
>https://trenchbroom.github.io/
damn that looks good, I'm going to try it

Anonymous No. 839772

>>838736
Doom Eternal still uses level editors, thats why its so optimized.

Anonymous No. 839822

>>838702
does UE5 have CSG editing capabilities on par with the quake 1 (1996) level editor yet? because UE4 made it as inconvenient as possible to create anything more interesting than a lumpy terrain and an assortment of meshes

>>838736
correct

Anonymous No. 839888

>>839772
You mean Doom 2016, and no, snapmap still isn't the same thing. It can't create geometry. It can only position pre-made structures.

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Anonymous No. 842340

>>838945
>If source engine wasn't gated by private licenses maybe BSP engines wouldn't be as sparse.
are you being retarded unironically or just pretending?
https://github.com/ValveSoftware/source-sdk-2013
https://github.com/ValveSoftware/source-sdk-2013/tree/master/sp/src/utils/vbsp
https://github.com/ValveSoftware/source-sdk-2013/tree/master/mp/src/utils/vbsp
>SOURCE 1 SDK LICENSE
>Source SDK Copyright(c) Valve Corp.
>You may, free of charge, download and use the SDK to develop a modified Valve game running on the Source engine. You may distribute your modified Valve game in source and object code form, but only for free. Terms of use for Valve games are found in the Steam Subscriber Agreement located here:
http://store.steampowered.com/subscriber_agreement/
>You may copy, modify, and distribute the SDK and any modifications you make to the SDK in source and object code form, but only for free. Any distribution of this SDK must include this LICENSE file and thirdpartylegalnotices.txt.
>If you would like to use the SDK for a commercial purpose, please contact Valve at [email protected].
and nothing in thirdpartylegalnotices.txt restricts anyone from using it, especially for bsps. all the licenses there say you can distribute the source and binary code. yes it's not source 2 but they'll release free for anyone to use when they do. iirc they're using s&box as a test in that regard.

Anonymous No. 843270

>>842340
>are you being retarded unironically or just pretending?
The engine, fucktard. Valve can't release it because it relies on Havok. This is also why there's a 5 figure fee for any developers who want to make a paid release using the Source Engine

Anonymous No. 843272

>>839772
https://youtu.be/UsmqWSZpgJY?t=368

sure looks like its built the same way as any other modern game

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Anonymous No. 843455

I want to start using hammer for UE4 map editing/import (using Hammuer plugin for UE4).
Whats the deal with source 2 in terms of hammer editor? Is it worth using if I want to make simple, textured, BSP maps for my game? Or should I stick with regular Hammer?

Anonymous No. 843456

deledCE
3dace
khed
misfit3d
http://www.flat2d.com/programs.html

Anonymous No. 844784

>>843455
Why are you making hammer maps for ue4?

Anonymous No. 844811

>>844784
I want to make my maps using BSP brushes instead of static meshes.
two reasons:
1) easier texture placement for walls/pillars/other stuff
2) collision is auto generated when I import objects into UE4 from hammer (there is a problem here: this imported collision is unneceserilly complex which could be expensive, Im not sure)
Ive been playing with Hammer in last few days, and some things are easier to do in UE4 when it comes to BSP editing. In UE4 I can move every vertex homever I want, but in Hammer moving one vertex pull adjacent vertices (Im still new to hammer editor though). Now I heard hammer2 (source 2?) has better vertex editing options?

These are some videos on brush editing in UE4 vs hammer.
https://www.youtube.com/watch?v=xOBEy-zIotE
https://www.youtube.com/watch?v=6ubu76gEvM8
https://www.youtube.com/watch?v=rJzguNJsivM

(I also made step by step pdf on how to import maps and textures from hammer to ue4, and how to import your materials to hammer.)

Anonymous No. 844875

sabreCSG for unity

Anonymous No. 845493

>>839772
Yeah, no. If it's similar to how levels are in Doom 2016, the base level geometry is one fuckhuge model. I remember extracting a level with DoomResEx (which doesn't do any "assembly" of things together, it just extracted a bmodel and converted it to OBJ/FBX) and it being several hundred MB file with the entire god damn level. As for Snapmap, that also is really far away from how mapping worked in Source.

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Anonymous No. 845776

>>838681
what you're looking for is autocad
come home

Anonymous No. 846820

>>838681
Haven't you heard about WallWorm?
>Wall Worm tools allow you to create assets for Source in a way that was not possible before. You can build models, textures and levels inside one environment (3ds Max) and compile them straight into Source.

Anonymous No. 846866

>>839772
>>845493
Correction: It was with Wraith Revenant because DoomResEx crashes on trying to open these files. It's still not "assembled" by Wraith like textures are. OBJ easily goes over 2 GB in size, packed in the game files it's several hundred MB.
I think Eternal might have the levels sectioned and then loaded as needed as the maps are much bigger and with separate sections (think Mars Core: facility -> asteroids -> surface). The dev of Vega (extracting utility) mentioned something about a number of different model formats being used in the game.

Useless talk for this topic, I know.