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DeleD or GtkRadiant?

 
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igal.dvir
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Joined: 11 Mar 2007
Posts: 2

PostPosted: Sun Mar 11, 2007 12:38 am    Post subject: DeleD or GtkRadiant? Reply with quote

Hi,

I was considering using GtkRadiant + Q3Map2 for developing a commercial game and then I was suggested using DeleD instead.

Since I'm not a modeler/level designer I can't really tell if one editor is functionally better than another. I do know that Q3Map2 does space partitioning and calculates visibility data, both features will be helpful if I choose to write my own game engine. Also, GtkRadiant (or one of the Radiant variants) was used in many commercial games and popular mods.

What are the advantages of using DeleD instead?
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sun Mar 11, 2007 2:59 am    Post subject: Re: DeleD or GtkRadiant? Reply with quote

igal.dvir wrote:
Hi,

I was considering using GtkRadiant + Q3Map2 for developing a commercial game and then I was suggested using DeleD instead.

Since I'm not a modeler/level designer I can't really tell if one editor is functionally better than another. I do know that Q3Map2 does space partitioning and calculates visibility data, both features will be helpful if I choose to write my own game engine. Also, GtkRadiant (or one of the Radiant variants) was used in many commercial games and popular mods.

What are the advantages of using DeleD instead?


Q3radient is a brush editor, you don't have full control of your polygons. DeleD deals in raw polygons, and you can model or import any shape you want.

You aren't allowed to use Radient to make a commercial game last I remember. It's for modding only. None of those ID tools can be used to make another game unless you license them.

Personally, Embrace (radient variant) used to be my favourite level editor until I found DeleD.

Deled doesn't do any space partitioning. What you see is what you get. You can take the output and use any space partitioning implementation that you want on it, (instead of being forced into the space partitioning that was optimized for Quake 3).

Also, you can do whatever you like with your DeleD creations.
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igal.dvir
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Joined: 11 Mar 2007
Posts: 2

PostPosted: Sun Mar 11, 2007 6:11 pm    Post subject: Reply with quote

Quote:

You aren't allowed to use Radient to make a commercial game last I remember. It's for modding only. None of those ID tools can be used to make another game unless you license them.


GtkRadiant and Q3Map2 where released under GPL in February 2006.
The Doom3/Quake4 map compiler is still proprietary.


Quote:

Deled doesn't do any space partitioning. What you see is what you get. You can take the output and use any space partitioning implementation that you want on it, (instead of being forced into the space partitioning that was optimized for Quake 3).


Can you recommend any that can be used with one of DeleD file formats.
Q3Map2 wasn't updated since 2004.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sun Mar 11, 2007 8:00 pm    Post subject: Reply with quote

I personally think it also depends on how comfortable you are doing brush based modeling. If

1. you have some experience modeling maps in GTKRadiant, and feel comfortable working with it, and

2. are decided on using brushes/BSP for rendering your maps inside your game,

then GTKRadiant sounds like the best option. If the answer to any of these two question is "no", then I'd definitely give DeleD a try.

As far as space partitioning goes, I think I'd roll my own, but as I haven't actually released any commercial games with DeleD-made maps yet, that might be an obnoxiously bad suggestion. Smile
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sun Mar 11, 2007 10:05 pm    Post subject: Reply with quote

igal.dvir wrote:
GtkRadiant and Q3Map2 where released under GPL in February 2006.
Embarassed My bad.

Quote:
Can you recommend any that can be used with one of DeleD file formats. Q3Map2 wasn't updated since 2004.
There a few space partitioning tutorials floatig around the net, maybe look at flipcode.com It's hard to recommend anything specific, because it depends on what you are going to do with it. Are you making a corridor shooter, an outdoor world, an indoor / outdoor world?
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