This whole development "system" is awful.
Posted: Thu Jul 15, 2004 11:00 am
After playing with 3DS Max and the HEK tools for a week, all I can say is how awful it is creating video games in this manner.
What a tedious, frustrating, time comsuming, error riddled, hit and miss, tiring process to go through. I have more respect now for video game developers.
However, with all the great minds out there with technology, why hasn't a more simple method been developed?
Granted, I am just learning 3D graphics. I'm sure it will take over a year or so working with 3DS Max in order to understand it fully. But I was under the impression that if I downloaded the HEK tutorials and obtained the 3DS max program, I could work my way -- steo by step -- through the process to create a simple map.
No so. The HEK tutorial is very poorly designed. It "assumes" the reader has a lot of knowledge and background and glosses over VERY important information required for successful creation of a maps.
Kirk's tutorial is more precise and adds many steps that the HEK tutorial has left out. But even Kirk's tutorial is lacking is precise information.
One of the main problems with creating a level is the lack of "error" information until you export it. What I have been forced to do is to work for a few minutes, save, export, tool it and see if it complies and repeat that process over and over and over. (My current level I have exported and tooled 27 different times with small progressions).
When you DO get an error message and import the error file, it really gives very little information about how to correct it. I find it easier to go back to a previous working save and start over from there.
The problems are so frequent and the solutions so "hidden" that a novice developer has to "search" the forums or web or tutorials for any "hints" as to how to solve them. That is why these boards are so full of "help me" posts.
I've spent probably 50 hours or so the last week (vacation) trying to make a simple map and I FINALLY made it to the point of a level with some hills and valleys and some simple bases which were successfully exported. Now I'm to the point of compiling it in tool.exe, which appears to work except that it does NOT make a "senerio" only a "bsp" which means I cannot go on to Guerilla to work with the tags. WHY it doesn't make a senerio is a mystery. That's one of those "hidden" secrets that -- so far after 3 hours of searching -- I have yet to find an answer to. All the tutorials say it should.
I've pieced together the "information" from the tutorials as best I could and now am stuck again until I am able to fix this "glitch" (which, by the way, is glitch number 4,361).
My opinion -- they shouldn't have released the HEK tools and tutorial until they were MUCH more comprehensive and helpful.
I hope in the future they can come up with a much more simple and easier way to make video game levels.
What a tedious, frustrating, time comsuming, error riddled, hit and miss, tiring process to go through. I have more respect now for video game developers.
However, with all the great minds out there with technology, why hasn't a more simple method been developed?
Granted, I am just learning 3D graphics. I'm sure it will take over a year or so working with 3DS Max in order to understand it fully. But I was under the impression that if I downloaded the HEK tutorials and obtained the 3DS max program, I could work my way -- steo by step -- through the process to create a simple map.
No so. The HEK tutorial is very poorly designed. It "assumes" the reader has a lot of knowledge and background and glosses over VERY important information required for successful creation of a maps.
Kirk's tutorial is more precise and adds many steps that the HEK tutorial has left out. But even Kirk's tutorial is lacking is precise information.
One of the main problems with creating a level is the lack of "error" information until you export it. What I have been forced to do is to work for a few minutes, save, export, tool it and see if it complies and repeat that process over and over and over. (My current level I have exported and tooled 27 different times with small progressions).
When you DO get an error message and import the error file, it really gives very little information about how to correct it. I find it easier to go back to a previous working save and start over from there.
The problems are so frequent and the solutions so "hidden" that a novice developer has to "search" the forums or web or tutorials for any "hints" as to how to solve them. That is why these boards are so full of "help me" posts.
I've spent probably 50 hours or so the last week (vacation) trying to make a simple map and I FINALLY made it to the point of a level with some hills and valleys and some simple bases which were successfully exported. Now I'm to the point of compiling it in tool.exe, which appears to work except that it does NOT make a "senerio" only a "bsp" which means I cannot go on to Guerilla to work with the tags. WHY it doesn't make a senerio is a mystery. That's one of those "hidden" secrets that -- so far after 3 hours of searching -- I have yet to find an answer to. All the tutorials say it should.
I've pieced together the "information" from the tutorials as best I could and now am stuck again until I am able to fix this "glitch" (which, by the way, is glitch number 4,361).
My opinion -- they shouldn't have released the HEK tools and tutorial until they were MUCH more comprehensive and helpful.
I hope in the future they can come up with a much more simple and easier way to make video game levels.