by Enjay » Wed Dec 27, 2023 22:55
I'm OK with visualising 3D space too. But, even on a true 3D game, a lot of the editing is done using plan and elevations in the respective editor rather than actual 3D representation (and even then, it's actually on a flat screen, of course).
With Doom, however, the head-scratching comes in (for me anyway) because the game isn't a true 3D one. So 3D structures are made by using control sectors off to one side in some void space, or with special fields and formulae. 3D slopes are (or were) particularly problematic. Until editors had good support for it, it was almost like you were supplying the game with an Ikea kit that the game engine assembled for you. You provided lots of separate bits and instructions, but the game assembled it. At least UDB now has excellent 3D floor support and you can create things in the editor as you make it, looking much as they appear in the game.
Hmmm... I really need to get myself back into editing. Real life has taken me away from it (and other hobbies) for quite a while now. I'm hoping to be able to address that before too long.
I'm OK with visualising 3D space too. But, even on a true 3D game, a lot of the editing is done using plan and elevations in the respective editor rather than actual 3D representation (and even then, it's actually on a flat screen, of course).
With Doom, however, the head-scratching comes in (for me anyway) because the game isn't a true 3D one. So 3D structures are made by using control sectors off to one side in some void space, or with special fields and formulae. 3D slopes are (or were) particularly problematic. Until editors had good support for it, it was almost like you were supplying the game with an Ikea kit that the game engine assembled for you. You provided lots of separate bits and instructions, but the game assembled it. At least UDB now has excellent 3D floor support and you can create things in the editor as you make it, looking much as they appear in the game.
Hmmm... I really need to get myself back into editing. Real life has taken me away from it (and other hobbies) for quite a while now. I'm hoping to be able to address that before too long.