[Blender 3D] Level Editor Addon


https://i.ytimg.com/vi/gM1N6WUQ_gc/hqdefault.jpg



download: https://matt-lucas.itch.io/level-buddy

Showing off some more of the work I have done on my level editor tools for Blender 3D. Taking notes and ideas from old school games like Doom and Unreal and bringing them into a modern 3D package.

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30 responses to “[Blender 3D] Level Editor Addon”

  1. Wow, what you said about WorldCraft / hammer editor is spot on. It's such a waste of time, the tools are so jumbled, and too much of a mess to have fun with. I'm not a modeller but I'm really happy that this exists, I'm going to learn this so I don't have to use really bad tools like WorldCraft again lol.

  2. this is pretty cool. just curious as i have never used blender before, is it possible to add lighting to the level and bake the lighting to the textures and save the sector textures on each ceiling / floor / wall individually? im kinda interested in the lighting and shadows blender can make ( light bounce ) and it would be cool to try and build the original maps with the added lighting in blender and bake the textures then rebuild the level in doom builder and apply the individual textures.

  3. I remember using 3DS Max in college ~2011 and most of this stuff was pretty simple to do out of the box.
    I've always been more interested in coding and haven't used blender for much more than a few basic models in ~2013, so I can't speak on whether or not this kind of functionality was hard to achieve out of the box in ~2015 but I find it hard to believe that it would be; either way if it makes the process easier or more tolerable for you then it clearly serves a purpose.

  4. how do i access the material of those walls and ceilings? i see the material there on sector materials, but it doesnt load any material, do i have to enable it somewhere ? or is it not included on the add-on?

  5. Hi Matt — great stuff. I went and bought Level Buddy to play around with for level design in Godot (a game engine that depends exclusively on static meshes for environments). Just wanted to say thanks, and was wondering: You can easily switch between using this tool for the CSG-style components, and then have other designers come in and add static meshes as separate objects, and reform the geometry to add detail to environments, like this is essentially a scene in Blender? Probably a simple question to ask but this would help out a lot in a node-driven engine like Godot, where managing meshes is not exactly trivial. Thanks.

  6. Late to the party on this – first, great tool! I'm using it for a small prototype. However, I can't work out how to scroll individual textures (particularly vertically) for the life of me. Any ideas? I've worked out that I can scroll everything vertically, but not say – one specific sector. Does the tool support this? Thanks!

  7. Good talk about inspirations and such. The tool itself is really exciting especially finding it right after I had finished my first Doom map in Doom builder. It seems to be up-to-date with blender so there's no reason for me not to check it out now. I'll check back in if I have any other input about it.

  8. Hey man, in blender this will be useful for more than just games! Architecture guys will love it, also I believe that it will add a "level" of fun to blender as well. Blender needs more of these types of things to improve workflow. I just got done watching a video before this one and someone created a unique block based editing tool for adding objects for quick placement. It works like a Minecraft game but you make the blocks and can plug and play them once you make em. They even added a scroll library for as you add. I believe that your stuff is still editable after the placement as well for further tweaking so it would never limit the use of blender just make it feel more common sense in object placement

  9. I'm having trouble getting textures to tile with level buddy. I'm using materials that work fine with regular mesh but level buddy geometry just comes out as a solid color. It's applying the material to the walls, floors, and ceilings but the UV maps seem to just keep shitting themselves. I'm not sure what I'm doing wrong. Is their a step to do that isn't covered in the video?

  10. Matt Lucas
    nice to meet you
    My media is hangouts
    Could you help me explaining some things about the topic of level editor
    I work on something but I have many errors and many doubts, since I do not know very well the code of blender and I am new in phython

  11. Hey,

    I tried using the contact form on both of your websites but I have no idea if the email they're sending to is still active.

    It seems there's some annoying bug with this plugin on the latest blender, any subtractions from a room on the z axis do not correctly join vertices and it ends up with a entirely broken mesh.

    Here is the screenshot in blender after building the level: http://i.imgur.com/TeQRiz6.png

    And this is the result in my engine: http://i.imgur.com/javBWdF.png

    As you can see its only joining two of the 5 vertices, really annoying :/

    Cheers.

  12. I am to try it and for the end of the first day:
    I am French but my English is less worse than the google translation of a
    video (where I learned that you had slept with a girl and killed a
    slate : i'm happy for you).
    I created a first map with 5 rooms (sectors) + doors and stairs.
    The default textures do not apply.
    I created a texture but it applies everywhere on all surfaces
    I did not find the collision so I do not know if it applies automatically.
    I did not find the function to test the map in fps.
    I did not find the window game buddy (I guess it's not included unfortunately but if there's a way to have it 😉 )
    What took me the most time: discover that we create a sector in object mode to then go into point editor mode and modify it.
    I do not know what to use 3d sector But this seems to be the functions applied to conventional meshes
    I do not know what the brush is used for
    good addon

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