Ok a little intro for starters just so i don't get f lammed or told of for asking questions that have been answered elsewhere already. My name is jody im starting work with a few others from my work place (realtimeworlds) im am just doing a little personal research just now before i start the project properly. I am going to ask questions that will have been answered elsewhere, iv seen them myself, but I find it hard to take in all the information (some conflicting) unless i can read it in one easy to reach place. I am keeping records of all other sources and bookmarks to tutorials where i see fit but just thought id write this up as i need a little help from some of you more experienced in level design and the processes involved.
Ok so to start with ill give you a list of questions and examples that come to mind right now, feel free to answer any of them and in whatever order you like.
(1) say i start a level, for example a street, blocked of at ether end and enclosed. Here is how i imagine i would go about doing this correct me if im wrong please. I create an additive level. use basic brushes in unreal to block out the level very simply. then create the majority of the objects as static meshes and actors in my modeling package of choice and import these into the level placing them appropriately..
(1a) can i make objects like entire buildings as static meshes..
(1B) Do i even need to use the basic brushes or can i create the whole level out of static meshes and actors.. and what benefits or problems do you see from this.
(1c) what difference is their between static meshes and brushes in unreal ie.. does the lighting appear different on them?, does this effect the bsp processing at all?, anything else you can think of...
(1c) what sorts of polycounts for a single level are you guys looking at.. do you measure you budget in verts as like unreal does or just use max..
(1d) what sorts of texture budgets, for buildings, terrain ect
(2) say i want this level to then link to another level, for example you go through a tunnel and come out in a different street.. how are these linked and does the engine support real time streaming of this or does it have to go to a loading screen
right well thanks in advance for your answers and ill try and think up more relevant questions as i go along.
GoK
PS. i am a professional games artist with a lot of experience with the unreal engine (props and characters) just not level design. So don't be afraid to fire big words at me
PPS. just a note this is in no way connected to my work this is a personal project outside entirely.
Ok so to start with ill give you a list of questions and examples that come to mind right now, feel free to answer any of them and in whatever order you like.
(1) say i start a level, for example a street, blocked of at ether end and enclosed. Here is how i imagine i would go about doing this correct me if im wrong please. I create an additive level. use basic brushes in unreal to block out the level very simply. then create the majority of the objects as static meshes and actors in my modeling package of choice and import these into the level placing them appropriately..
(1a) can i make objects like entire buildings as static meshes..
(1B) Do i even need to use the basic brushes or can i create the whole level out of static meshes and actors.. and what benefits or problems do you see from this.
(1c) what difference is their between static meshes and brushes in unreal ie.. does the lighting appear different on them?, does this effect the bsp processing at all?, anything else you can think of...
(1c) what sorts of polycounts for a single level are you guys looking at.. do you measure you budget in verts as like unreal does or just use max..
(1d) what sorts of texture budgets, for buildings, terrain ect
(2) say i want this level to then link to another level, for example you go through a tunnel and come out in a different street.. how are these linked and does the engine support real time streaming of this or does it have to go to a loading screen
right well thanks in advance for your answers and ill try and think up more relevant questions as i go along.
GoK
PS. i am a professional games artist with a lot of experience with the unreal engine (props and characters) just not level design. So don't be afraid to fire big words at me
PPS. just a note this is in no way connected to my work this is a personal project outside entirely.