Thread Rating:
  • 6 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
N Sane Trilogy level editor prototype
#21
Swagger than ever.
Reply
#22
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).
Reply
#23
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.
Reply
#24
(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]
KlitLika likes this post
Reply
#25
how can get the app ?
Reply
#26
(21-05-2021, 10:52 PM)Samoorayi Wrote: how can get the app ?

Stll wip Big Grin
Reply
#27
where is wip? give me a link plz .I got confused
Reply
#28
(21-05-2021, 11:39 PM)Samoorayi Wrote: where is wip? give me a link plz .I got confused

Work in progress doesn't have a link yet -.-
Reply
#29
Tanks,  Heart
Reply
#30
Would it be possible to use assets from Alchemy Engine games other than CTRNF and Skylanders Imaginators ?
Reply


Forum Jump: