
That kind of applies to everything T3ED-related, so maybe I'll just leave it at that There's no way to know for sure why some solutions work, and some don't. Debugging scripts is a nightmare, at some point I placed a bell sound at every script stage to see whether it worked (imagine the headache when all bells rang, as everyting worked for a change).


Never measured the actual distance, but I encountered that problem several times. in TDS you can't even build too far away from 0,0,0, because for some reason shadows start to look weird. There are many more things like that, i.e. Making stylish shaders is a lot fun, and you don't even need complicated material definitions for that. If you take your time to experiment with major TDM material components (diffuse, specular, normal), you'll discover beautiful synergy that will make your surfaces look stunning, in both direct and ambient light. If you haven't worked with speculars before, you have no idea how important that element is to a surface definition. You can have diffuse and normal textures, alphas, emissive maps, and cubemaps will work to some extent. Also using BSP for anything else than carving out empty spaces is a problem, you'll encounter missing triangles and glitches every time you'll try to make something more complicated than a brush box.Īs for static meshes, should be able to make much better models than in base game, but you'll have to deal with broken material options. Even if you want to be like the pros and use brushes to prototype stuff and then replace it with static meshes, that entity thing makes it difficult. It basically means you can't learn or experiment, at least not in your main map. You never get back all the entities used by properties of a thing you place in your map even if you delete it later. While the entity limit is twice as big as in TDM, it has this weird thing, where anything you place in the map, whether it's a brush, model or AI, "leaves a mark". In essence, T3 doesn't let you make any mistakes during production. If you're good at creating maps and game content, I mean really good, you might even create something decent, at least visually impressive (I had several WIPs like that).īut, for almost everything you do, there's a tricky side or workaround or limit that you need to keep in mind. The editor itself isn't hard to use, because it's Unreal 2.x, but everything that lies underneath isn't.
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The software itself is a horrible modeling tool, by any standards now, so it's only reasonable to use it as annoying middleware for exporting meshes and materials. This stuff doesn't work with win 7, so you'll need win XP on VM. You need 3dsmax 5.1, excactly this version, with some dev plugins included in the editor. While graphic capabilities seem to scale with hardware a bit, actual process of making new content is a chore. If you want to create TDS mission based on original content – this stuff uses 256 or 512 px textures. The only thing you can do by installing T3Ed is create new TDS missions, that almost nobody will bother to play, in a very limited and buggy engine where it is impossible to introduce custom models or textures without downloading the exact (obsolete) version of the proprietary modelling tools that TDS developers used. (but correct me if I misunderstood - I was dropped on my head a lot as a child, so have difficulty understanding things like accurate transmission of information via structured use of any type of lexical format requiring of logical, correct or grammatical syntax) I'm refraining from saying something about getting T2x working.ĭw np.
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Even though I probably won't get any help figuring out how to do anything - it never hurts to get working and shouldn't be that hard to figure out either".? You're saying "Despite TDM is probably a good idea and I'd receive more help and direction in using it and people might even play the levels I designed. I can't remember where it is.Īlso check out Springheel's tutorial videos: Īlso Fidcal et al's beginner's guide is a must: ! Here's a starting point: - the forums are also searchable and there's the newbie's questions thread also.

For certain you'll get a lot more help with learning FM design for TDM than with T3.
