[Level Design] what is your development process?

Discussion in 'Content Creation' started by BlackVenom, Jul 23, 2014.

  1. BlackVenom

    BlackVenom
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    Dec 31, 2012
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    After getting the basics down and abandoning my first level I have started work on a second. My motherboard pooped on me in the middle and I haven't gone back to working on the level and I've had the replacement for a week now. Before I start back up I'd like to hear what the other designers do. I'm sure I'm not the only one who would like to hear this as well.

    Personally I create the basic terrain in L3DT/Sapphire (I can't get L3DT to do anything that I'd like so I use Sapphire to do macro editing). Then import to the game editor, work on terrain, add textureless roads, complete terrain area by area (as I work along a track), complete each course/track, finalize terrain, and finally add trees/etc. I feel it's a very inefficient way of going about it. My previous experience was with the Source Engine.... minimal terrain editing.. mostly layout and building buildings exactly as needed.
     
  2. aljowen

    aljowen
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    Although i cant say i have ever followed this exactly to the plan this is what i am aiming for next time around:


    • Create heightmap in L3DT using sapphire to check it and if necessary modify it.
    • Import it into BeamNG
    • Throw a grass texture on the whole thing
    • Add in water plane (if needed)
    • Add in sky/clouds etc
    • Look at the heightmap and work out where potentially good fun roads could be added
    • Create flat areas on heightmap for the roads to travel along
    • Add roads in using the decal road editor
    • Get rock and sand texture in Torque3d
    • Use the autopaint system to put them on the map
    • Clean up the mess the autopaint system created to give more defined lines
    • paint under the roads with a different material
    • Add grass
    • Add any static meshes/ buildings etc
    • Add trees
    • Add shrubbery
    • Add rocks
    • Use the eraser to optimize the vegetation for performance.
    • Fix anything that's left over
     
  3. rt389g@hotmail.c

    rt389g@hotmail.c
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    Jun 9, 2014
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    This is a good thread and could be helpful to newbs like myself. I am still working on my first map. I did not use a program to create a hieghtmap, but I will look into it, I have not used autopaint, I want to look into that as well. A loose interpetation of my process:

    1) Started with a basic idea and drew out on paper my track.
    2) Used the gridmap to start my mod, cleaned it up and got to work.
    3) Found out it does take a lot of time, smoothing the roads is a big part of it, also learning the tools.
    4) Learning the basics is taking time (Sky, Water, TOD, Lights, Sound) and I only have hand drawn roads.
    5) Only used, object, terran, terran painter and forest editors so far.
    6) Modeled a few things in Sketchup just to get my hands wet. Will use Blender next map.
    7) I keep thinking of things to add, which of course takes time. I really want to get my mod out there, not sure why, as I am not sure anyone will actually play it.
    8) Driving around in different vehicles testing things out.

    Overall having a good to time and learning alot. I enjoy driving on the map, as I added the things I like. I should have thought out my map better from the begining. However, being my first map, I quess I wasnt sure what to expect.

    Tools I used included:
    sketchup 8
    Windows Movie Maker
    A few free movie converter programs ( I would have to check the names)
    Paint (Just for screen shots)
     
  4. msurf15

    msurf15
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    Sep 20, 2013
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    Programs I use:

    L3DT 11.11 Standard
    Torque 3D (in-game editor)

    1. First I create a totally blank map in L3DT.
    2. Then I import it into Beam and make sure all the files are correct.
    3. (good part) First I create the sky, TOD, sun, moon, etc.
    4. Then create all the textures I will use in this map.
    5. Then I will use the terrain editor and figure out what my map will look like exactly (mountains, valleys, hills, etc.).
    6. Then I actually use the textures I have already created and make the map look spiffy.
    7. I also add a ground layer which gives the grass a 2D look.
    8. After that I layout the roads and add TSStatic objects from the directory and what not.
    9. Then I go in and add as much detail as possible with small objects, trees, bushes, textures, etc.
    10. After all that I check again if all the files are correctly written and are in the right places.
    11. (other good part) Then I give it a name.
    12. And done.
     
  5. B25Mitch

    B25Mitch
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    Vehicle Designer

    Joined:
    Aug 27, 2013
    Messages:
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    1.) Model road segment (<200m long) in Blender.
    2.) Import road segment in BeamNG level editor, position it, set up the materials.
    3.) Use the terrain editor tool to shape the terrain so that the road sits nicely on it.
    4.) Close BeamNG.
    5.) Model another road segment in Blender.
    6.) reopen BeamNG and import the road segment.
    7.) Discover that several textures have disappeared from the first road segment.
    8.) Spend the next 3 hours figuring out why.

    Rinse, Repeat.
     
  6. Shadowdragon94

    Shadowdragon94
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    Jul 9, 2013
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    -1 go into game editor
    -2 try to put in models fron other maps
    -3 the meshes dont work
    -4 give up and do crash tests until get bored
    -5 sucess!
     
  7. Braindead

    Braindead
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    Jan 22, 2014
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    125
    I always just start with a flat surface in the editor. First I work on beaches, then landscaping, then roads, then forest.
    At the end I go through most of it again with very minor edits trying to make everything feel loved and done for a reason instead of simply plopping trees.
     
  8. BlackVenom

    BlackVenom
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    128
  9. SkinnierSteve

    SkinnierSteve
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    I haven't actually finished making my first map yet, but so far I went up to step 8. The other steps are what I'm still planning to do.

    Step 1: Open sketchup and make an object or building.
    Step 2: Export it to Beamng.Drive's gridmap.
    Step 3: Open the gridmap, and place the newly created object(s) in the map, and scale it correctly.
    Step 4: Set collision models to visible mesh.
    Step 5: Test collision models
    Step 6: Try to figure out why the collision models are so glitchy, and has tons of invisible walls, and some objects can be driven through.
    Step 7: Fix collision model problem, and continue creating and placing objects.
    Step 8: Game drops framerate, but I still keep making objects and putting it in the game.
    Step 9: After I made the first area of the map, I start adding grass and dirt and trees.
    Step 10: Try to figure out how to texture roads.
    Step 11: Figure out how to texture roads by watching tutorials.
    Step 12: Texture roads.
    Step 13: Test the map.
    Step 14: If testing was a success, start making the map bigger again.
    Step 15: After map is complete, test it again.
    Step 16: Look for and fix glitches.
    Step 17: Ignore the glitches that is too hard to fix, and test map again.
    Step 18: Admire the beauty of my creation, and upload it so others can download and enjoy it!

    The map I'm working on: Protea-Heights
     
    #9 SkinnierSteve, Aug 5, 2014
    Last edited: Aug 6, 2014
  10. rt389g@hotmail.c

    rt389g@hotmail.c
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    Jun 9, 2014
    Messages:
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    A few things to keep in mind (learned by a newbie like me):

    1) Backup entire level often. I am not kidding, don't know why but its easy to lose major items. I lost my entire forest object some how. Maybe a delay in my computer and I clicked on multiple things no idea. For something like that I dont know why there is not a warning. I did have a backup but it was weeks old.

    2) If your going to dig deep holes and then put in an ocean and a beach there could be an issue. : )

    3) Not sure how all the roads work, but in my first attempt, I did not realize that if there is a hole in the ground and you put the road on it, you can fall right through the road. : ) When I put in the road, for some reason I thought the road would go into the hole not over it (for a large hole I know you can probably get the road down in the hole). Maybe thickness matters of the road, I have not a clue. I just started working with the road editors. Also, I imagine I can smooth the road after its in place (whats underneath with the terrain editor).

    4) When working with positioning models, sometimes its just easier entering the values then trying to move things by hand.

    5) Some of my materials from sketchup I could not get collison to work. I do the same setup with a different material and it works fine.


    I wasted hours correcting these learning curve mistakes and trying to figure out what was going on, but I will not forget my errors now.
     
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