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CoD 4 Radiant Infos |
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Nachstehend ein paar Infos zum CoD 4 Radiant, die Sparks von .MAP anlässlich eines Besuches von Infinity Ward aus Chad Grenier und Brent McLeod herausgekitzelt hat:
Interface
Still the same (orthographic view, 3D view, texture view, console view, etc...).
Realtime Lighting
CoD4 Radiant now has real time lighting similar to Unreal Ed.
Although, you have to select lights to see those in real time.
When no lights are selected, you see the the world unlit like in CoD1/CoD2 Radiant.
Worldspawn Realtime Lighting
CoD4 Radiant will not react to worldspawn settings.
But you can change the lighting in-game and pop those settings into CoD4 Radiant and recompile.
Compile Times
Shorter now.
Portals?
Infinity Ward still uses portals.
Compile Tool(s)
Based off of the CoD2 compile tool but new CoD4 tools added
Filters
You can add/ remove/ change your own filters. Instead of just having the preprogrammed ones you can set your own now, label them, say what
they filter, etc...
Layers
Included in CoD4 Radiant. There is a layer menu that goes with it.
Alpha Tools
Have been improved a lot.
Importing CoD2 Maps
Should be possible, more than likely.
Terrain Editing
There are some new helpful terrain features, and most of the CoD2 tools as well.
New "Special" Textures?
Lots. Such as a Physics Clip which stops objects affected by physics.
Bullets Penetrate Models?
Yes.
Physics Enabled Objects
Instead of placing a misc_model, you would just place a physics entity and assign a model. Set it's parameters or use default.
Physics Enabled Objects --Can You Use ANY Model?
Yep. But if you use a model Infinity Ward never used physics on in the game then you'd have to make the collision for it, which should be as simple
as possible. You do that in another file, kind of like a collmap.
Exploding Vehicles Are Prefabs Using Triggers?
No trigger, there is a global script for exploding vehicles that allows you to set them up the way you want. There are prefabs for each one but really
nothing to it, just a model with a special targetname, the script does the rest. It detects hits to the car parts, not to triggers.
Battle Chatter Improved?
Same as in CoD2 Radiant. New locations and whatnot.
Is There An Auto-Planter Which Places So Many Models In An Area You Select (ie Grass)?
You just click-click-click-click.
Leak Spot Tools Any Different?
No.
IWI Textures
Yes.
New Brushtypes (ie detail, structural, non-colliding)?
Same thing.
Misc_prefab System Still The Same As In CoD2?
Yes, prefabs are rotatable and whatnot. All the buildings are pretty much prefabs in CoD4 maps.
Default Keyboard Hotkeys Same As CoD2 Radiant?
Yes, but they can be changed if you want.
Menu files any easier to work with?
Not really, they're pretty much still the same and a bit complex to work with; they haven't found an easier way to handle them.
Maya Export Button Still There? What's It Do?
Yes, it exports Radiant geometry into Maya.
Sometimes mappers make something in radiant and later want it as a model, so they export to the modelers and they can model based on the
radiant scale/shape and make a better looking model. Or sometimes mappers want an animated sequence, so we give the animators the geometry so they can make the animation line up with the geometry.
Does The Sphere Option Work Yet For Primitives Under Patch Mesh?
No, never needed it so Infinity Ward never had a reason to write code for it.
Any New Right Click Options?
Pretty similar to CoD2 Radiant.
CSG Tools
Gone. No one uses them at Infinity Ward.
Still Need To Make Grid Files?
Yes, but there is also have a new material that will do it for you. If you put a brush with this material in the level, then all the dots within that brush
will be "eaten".
Max_gamestate_chars?
Higher than 16,000.
Does Call of Duty 4 Have Reflective Mirrors/Shaders?
Yes. But it's not a continuous real time reflection, the shader/texture uses a cubic map of the environment. This keeps the game really smooth with a
high FPS count.
Are Environment Effects An Option In Radiant Or Scripted?
Environmental effects are effects that are places around the map; you can place them in game, in radiant, or script them like in Call of Duty 2.
Entity Limit (SP and MP)
It's quite large. The only time Infinity Ward exceed the limit is when they have an error in their script that continuously creates them
Can A Variable Class Survive From One Map To Another Without Resorting To Dvars?
It's done all the time in SP.
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Dieser Beitrag wurde 1 mal editiert, zum letzten Mal von bangingbernie: 18.08.2007 19:34.
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Die Editting-Tools sollen auch erst nach dem Release rauskommen.
__________________
Da die Lichtgeschwindigkeit höher ist als die Schallgeschwindigkeit,
hält man so manchen für einen hellen Kopf, bis man ihn reden hört.
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