2 ms·
I remember the revelation of realising that unreal used positive “null-space” instead of negative and being blown away... no more damned lighting leaks and plac
by misnome 9y ago
I remember the revelation of realising that unreal used positive “null-space” instead of negative and being blown away... no more damned lighting leaks and placing giant boxes over everywhere I thought might have been the cause.
I think most of my love with editing as a kid was for the Build editor and Duke3D - you could make some impressive levels with a mixture of laying out walls/zones in 2D, and adjusting heights and textures in first-person 3D. Opening the existing levels was also possible and a great way to learn how they had been made. I swear I’ll remember parts of the sector ID tag list until the day I die.
It’s kind of a pity that with the increased complication of engines and design that this is a much harder process to get started on. Though perhaps I’m underestimating the wonder even now of loading up a box room and the feeling of I made this...
- iforgotpassword 9y agoIndeed. Even though the build engine was very limited in comparison to true 3d, it was much more WYSIWYG. The mix of drawing rooms as shapes and then jumping into 3d mode to decorate within the game engine was so fast and seamless. In unrealEd, each playtest loaded the full game which took forever on machines of that day.