Rog's world online
Tue
16
Jun '09

Breedy BSP via SketchUp

Rog posted in Level Design

After a bit of trial and error, I understand the oft-written advice for UT3 maps: Keep the BSP simple.

On many UT3 maps, BSP is only used to force occlusion (block the view intentionally for framerate). I’m porting a map from the days when the architecture was done entirely in BSP, typical for “corridor” shooters. So it’s tempting to do all of the level that way, but I’m finding things break in the complex spots.

Either UT3’s BSP is quite basic (why not, all the complexity is expected from meshes) or Sketchup’s occasional odd polygons are importing strangely. Either way I’m learning to follow that advice above.

I’m now using BSP only for my simple wall structure. I’m importing floors and any sort of curves or height changes (stairs, ramps) via ASE as meshes. Floors are a key part, since they were getting holes as part of the BSP and that meant randomly falling into oblivion. They work better as meshes, I just set them to per-poly collision (as described in Hourences’ Modeling Tutorial).

BSP model in Sketchup for Breedy4 UT3 map

As you can see, I’ve got the BSP done and it’s probably still more complex than it should be as a ‘modern’ UT3 map. I haven’t textured anything, nor added any details or even ceilings / skyboxes, but I’m pretty pleased with my learn-as-I-go progress so far.

Next up: Stairs and ramps so I can navigate the level without resorting to ‘fly’ mode.

Sat
13
Jun '09

SketchUp to UT3

Rog posted in Level Design

As I noted earlier this week, level design now encapsulates a good deal of 3D work. I’m not much of a 3D artist by any stretch of the imagination and I haven’t seriously toyed with full 3D software since Real3D in the early 90’s. The big apps are intimidating in both learning curve and price.

But oh, look at this: A UT3 export plugin for the free version of SketchUp. The author of the plugin has updated it to export T3D, ASE, PSK and OBJ files.

To use a cliché, SketchUp is 3D modeling “for the rest of us”. It has an easy learning curve, especially compared to the other free option (Blender). I was able to trace out my layout quickly using SketchUp’s image import and X-Ray view with a screenshot of my old map (via Quake Army Knife). I could probably do that in all of the major 3D apps, but certainly not so quickly after just installing the software.

Breedy Floorplan in Sketchup

The UT3 plugin isn’t perfect. I’ve run into some quirky snags with BSP brushes where I fall through the world when I shouldn’t. Hopefully I’ll figure out workarounds that aren’t too convoluted. I can always stick to SketchUp for meshes and create only a basic BSP, which seems to be the advice of most tutorials anyway.

I’m hoping the plugin is robust enough for me to continue with SketchUp, because I love it so far. It’s so clean and intuitive. It seems a natural for low poly work.

On a related note: My friend Lurch uses SolidWorks regularly for engineering purposes and he’d love to dabble in some level design himself, but hasn’t found any direct UT3 exports for Solidworks, just in-between (messy!) solutions that go from SolidWorks–>3D Studio–>UT3. If anyone knows of a better way, please let me know.

Wed
10
Jun '09

AB3D-L4 Reboot: Breedy

Rog posted in Level Design

I’ve decided to chart my progress as I dip back into level editing. To update my chops I’m rebooting a level I’m familiar with from Alien Breed 3D: Level 4 “The Courtyard“.

Alien Breed 3D was a pretty good attempt at a Doom-like game on the Amiga, especially considering it was targeted for the underpowered A1200 (14mHz 68020, crazy eh?) in 1995. It’s rather dated now, making it quite painful to play, but I’d had some good times in Deathmatch on this particular map. Kudos to the level designers at Team 17.

Alien Breed 3D: Level 4

I enjoyed it enough to recreate the level in Quake and again in Quake II, almost exact in detail, although by today’s standards it’s not as eye-pleasing as it seemed then. Regardless of appearance, the map layout was incredibly replayable, especially with the Painkeep mod for Quake. I nicknamed my versions of the map as “Breedy“.

Alien Breed 3D: Level 4

Technology has changed again and I’d say we’re on the third generation of FPS map editing:

  • First it was mainly surface / wall editing for the Doom era (although technically BSP, generally you placed walls).
  • Second was the full 3D BSP editing of the Quake era. The detail got finer as games came out, but the map system itself didn’t change much all the way up to Quake 3, Halo, etc.
  • Now it’s possible to import 3D meshes directly from modeling software (3DStudio, Maya, Lightwave, etc.) and if I’m reading things correctly BSP editing is even discouraged (but still supported), at least for Unreal Tournament 3. I assume some occluding system is used to maintain framerate on large maps.

The level of detail, effects and surface manipulations has gotten insane. It’s not just creating the right flow in gameplay anymore, although I’d still say that’s the most important element. But if your level isn’t pretty and doesn’t have a coherent theme, it’s not likely to get played.

With that in mind, I’m cooking up a new theme for this reboot, so I guess you could call it a re-imagining of sorts. Taking the basic layout and giving it an entirely different look. A mix of the tried and true oldschool with (hopefully) some nice visuals.

It will probably take me awhile. I feel like a noob all over again.

Thu
4
Jun '09

Level Editing

Rog posted in Level Design

I was going to dig into the Left 4 Dead Authoring Tools (Beta), but Michelle pointed out Steam has a sale on Unreal Tournament 3 this week (10 bucks before Sunday). So here I am, downloading UT3 Black and reading up on the latest corresponding map editor.

I couldn’t help myself and loaded up good ol’ Quake to peruse my old maps, at least one of which I’ll probably port to UT3. Damn it’s a rush to jump into Quake Deathmatch again. I’m gonna have to setup Painkeep at some point too.

I’m no Levelord, but I have fun with it.