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N Sane Trilogy level editor prototype
#21
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This project is so amazing !

If I had the game for PC (I have only the PS4 version), I would immediately download this !

Don't give up and good luck !
My new remake of Crash Bandicoot is in development !

If you want to contact me, please do it by private message because I'm not checking my email box all the time !
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#22
Things have been a bit crazy for me over the last few months so I haven't had as much time as I would have liked for working on Crash stuff. But I'm getting back into it now and want to try to do a better job of keeping this thread up to date because people continue to ask me about the level editor pretty much every day. Which is a relief because I was worried no one would care anymore now that Crash 4 is on PC.

(I would have kept going with this project even if no one did care, don't worry)

[Image: 7geG6m0.jpg]

In its current state the level editor looks like ^this^. On the surface it doesn't look a whole lot different to when I was demonstrating it in my Arctic Antics behind the scenes video, but there have been a few changes since then and a lot of improvements. If you haven't seen it before then this video shows a series of levels I made using pretty much the latest version of the editor, so this should give you an idea of the kind of thing it's now possible to do (or at least most of the stuff in those levels was done with the editor, I did have to cheat with a few things). If you're interested in that reimagined project, I will be uploading a new video talking about it in the next couple of days.

At this point the editor is now about 95% ready to go for version 1.00, but there are still a few things that are a bit broken or that will prevent it from working if your setup isn't basically identical to mine. So that's why it hasn't been released yet. But to give you an idea of where I'm currently at and what's left to do, these are the main things I'm aiming to get done as part of 1.00, most of these are already in progress:
  • Better way to save projects so they can be shared and don't take up hundreds of MBs - will also allow much faster loading of new levels into the editor
  • Option to add collision without needing to manually import the files for it
  • Option to export levels as single PAKs (bigger file sizes and much harder to quickly swap between different custom levels but won't cause as many crashes after finishing levels as current system)
  • Proper keyboard and mouse camera controls (currently only really works with a controller)
  • Option to export and reimport files for advanced editing with Alchemist etc / file manager option
  • Fix rotation for splines etc that are still broken (eg. from the cannon and death route platform in the above image)
  • Fix model swaps that don't update in the editor until reloading the project and load models that are currently being missed
  • General stability, optimisation and QOL fixes (assume this also covers anything I forgot to list)

If that sounds like a lot, it's nothing compared to what I've already done. The complicated stuff is finished.

There are some features I have started working on but won't be developing further until after 1.00 is out. Some of these will still exist in 1.00 in some form but will be improved later, some I will remove altogether until they work better. These include:
  • Support for CTRNF tracks and Skylanders Imaginators (still needs a lot of work, won't be possible in 1.00)
  • Improved model editing (currently can disable individual parts of every instance of a model in the level, will be extended to modifying individual models later and include options for changing model materials)
  • Improved texture editing (similar to models, currently changes every instance of a texture in the level, will include option to change only for certain models later)
  • Improved importing of models from other games (currently only some static models from CTR are supported, this will be improved on later, and include animated models and stuff from Skylanders if possible)
  • Better options for animation swapping of enemies etc (current system can break other enemies in the same file)
  • More options for modifying lighting effects (currently only has some settings for draw distance that I don't really understand)
  • Some way to add camera changing zones automatically without having to deal with the mouse pit stuff (possibly a similar system to the automatic collision stuff)
  • More options for modifying the properties of crates, enemies, gameplay objects etc (I will have to manually add these in as I find more things you can do - but the option to export and modify files with Alchemist will let you do anything that isn't supported yet pretty easily yourself)
  • Improved accuracy of textures when shown in the editor

There is other stuff I would like to add beyond those features that I haven't started working on yet and will probably leave until after most or all of the other updates are done. I'll probably release a new version every time I finish one of those things and of course there will be smaller bug fix updates etc in between once people start telling me how much I broke their computer. But I can worry about that after the first version is done.

Thanks as always for the continued interest and support in this project! I will keep updating this thread as I work my way through that to do list so you can see how I'm doing. I can't really give an ETA at the moment because I still have a lot of other stuff going on but I have to be out of the place I'm currently living in a couple of months and have no idea what I'll be doing after that so I'm treating that as a hard final final deadline. Should hopefully be comfortably done before that though.
BlaZeMaN likes this post
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#23
I'm trying not to get my hopes up like I did when you said we'd likely have the editor before Crash 4.
I'm an evil scientist, what do you expect? This isn't a game, you know...

The views in my posts, signature, and other content do not reflect the views of my employer.
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#24
Swagger than ever.
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#25
Finally, many thanks for the update. I'm waiting for this: "Support for CTRNF tracks and Skylanders Imaginators (still needs a lot of work, won't be possible in 1.00)", and i can support you with money (also for the 1.0 because you're amazing and i can only imagine the immense work to do this editor).
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#26
This is seriously cool! One question I had: How modular is the level design in the NST games? For example, I can imagine it wouldn't be too difficult to, say, make all-new Crash 2 ruins or river levels, since their level design is composed of a bunch of platforms that can be placed wherever, whereas stuff like the Jungle or Snow levels might need all new models, because they're terrain-based. Sewer levels might be the same, but maybe they are put together piece-by-piece too. If they're just one huge model for the entire level then that would pose a problem, but if they're broken into smaller chunks then they can probably be worked around. I know modular level design is pretty common in modern workflows, but they might have also combined a bunch of modular designs into singular models for memory conservation reasons.

Definitely looking forward to the editor, but also don't stress yourself out, and take as much time as you need! Your work is very appreciated.
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#27
(05-05-2021, 04:47 AM)Emerald47089 Wrote: How modular is the level design in the NST games? For example, I can imagine it wouldn't be too difficult to, say, make all-new Crash 2 ruins or river levels, since their level design is composed of a bunch of platforms that can be placed wherever, whereas stuff like the Jungle or Snow levels might need all new models, because they're terrain-based. Sewer levels might be the same, but maybe they are put together piece-by-piece too. If they're just one huge model for the entire level then that would pose a problem, but if they're broken into smaller chunks then they can probably be worked around.

Yeah, ruins etc that are made up of loads of individual platforms are the easiest levels to make your own versions of and have them look pretty official. Stuff like the jungle and snow levels you mentioned usually use one or a couple of models for all of the ground in the level. Things like the cliffs and other details that make up the "walls" of the terrain in something like a snow level are all separate models though and you can do a lot with them. For my Arctic Antics remake I used a combination of those cliffs and the models used for the side scrolling ice areas, just retextured. I've used those same models in jungle levels too, with more sandy textures. That's not as elegant as the pre-made terrain models obviously but if you put some time into it you could probably make something that looked decent. Models like the islands from the jet ski levels are also useful for creating less flat and more realistic terrain, but take longer to add proper collision for.

As for the sewer levels, those are modular:

[Image: ko3y9jx.gif]
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#28
how can get the app ?
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#29
(21-05-2021, 10:52 PM)Samoorayi Wrote: how can get the app ?

Stll wip Big Grin
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#30
where is wip? give me a link plz .I got confused
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