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Quake editor is better

Posted: Wed Nov 20, 2019 5:13 pm
by yrex .
This is probably the best low-poly level editor I've ever seen. You can do the most with the least amount of clicks (at least for some types of architecture). It's a bit similar to the Cube 2 engine (in fact, it was inspired by it), but even better.

It turns out to be also capable of exporting to OBJ, which can be elegantly converted to T3D and imported into Unreal or UT. I wrote a little tool which does that.

Disadvantages:
- The editor requires D3D11 support. (or not? They mention WinXP support)
- The texture alignment won't be preserved.
- You can't convert back.

And here's an example map showing what can be easily done (textured and finished in UEd).

Screenshots (because imgur is broken):




Re: Quake editor is better

Posted: Wed Nov 20, 2019 5:54 pm
by []KAOS[]Casey
Disadvantages:
- The texture alignment won't be preserved.
- You can't convert back.
Sounds like it's time to create a pull request on their git repo to add a t3d importer/exporter ;)

I don't know of anywhere that has a published spec for it off hand, but if there is one perhaps it could be done. All depends on what needs to be done for the UVs and alignment, really.

makes me wonder if it's possible to edit it into working with unreal actors and such too for their seemingly cool/accurate placing of actors. of course that's a whole new can of worms with opening unreal packages and reading meshes and such.. a daunting task compared to just an additional t3d importer/exporter.

obj export call: https://github.com/kduske/TrenchBroom/b ... l.cpp#L151

obj serializer: https://github.com/kduske/TrenchBroom/b ... alizer.cpp


Re: Quake editor is better

Posted: Wed Nov 20, 2019 8:11 pm
by Hellkeeper
It looks very quick indeed. Most of the functionalities demonstrated in the video are nothing new but they seem much less painful than UnrealEd, especially 3 points clipping which stands out to me as previewed in real time. Quite cool.

Re: Quake editor is better

Posted: Wed Nov 20, 2019 8:24 pm
by Krull0r
Merging, extruding, cutting, on faces and edges would be also an damn awesome feature for Unreal Ed. I think I'll give this thing a try. Looks promising maybe its a good alternative for blender to build lowpoly geometry.

Re: Quake editor is better

Posted: Wed Nov 20, 2019 8:45 pm
by Kajgue
The clipping tool in Ued2.2 does a similar thing to 'cutting' (I think if you mean the same thing I think you mean), but sometimes it can cause some unstable BSP. :(

Re: Quake editor is better

Posted: Thu Nov 21, 2019 4:10 pm
by luke11685
Is it better than Unreal Engine 1,Gold Source Engine? Are you talking about Id Tech Engine 2?

Re: Quake editor is better

Posted: Fri Nov 22, 2019 1:07 pm
by Hellkeeper
Is it better than Unreal Engine 1,Gold Source Engine? Are you talking about Id Tech Engine 2?
It's not about the engine but about the editor.

Re: Quake editor is better

Posted: Sat Nov 23, 2019 1:53 pm
by luke11685
So in that case I guess it's Valve Hammer Editor,Quake Level Editor or Unreal Editor 1,right?

Re: Quake editor is better

Posted: Sat Nov 23, 2019 5:24 pm
by Hellkeeper
Yes, these are editors. IdTech games and derivatives can use a variety of editors as long as the correct compilers are then used to process the map for the desired game. In Unreal however, the editor is largely limited to UnrealEd, which is fully integrated with the engine.