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(+1)

I'm afraid that is beyond the engines capabilites ๐Ÿ˜”


you can make prefabs though:
- select a bunch of entities
- enter console command: SP  [prefab name]
- now in menu option 3 (props)
- you can add them in with a little menu (hold Q or E) 

prefabs are just little maps (.xtmap) themselves so you can edit them or add maps manually to the    quadmacro    folder

I wanted big levels too - the prison was planned to be a giant complex taking place in more than one levels
(it still is but .. well mostly in my imagination) and I was worried that E1M1 was too small and in general people will
just whizz through the game and going to be made fun of for it ..
but turns out  for most people even this little first map was an incomprehensible maze ๐Ÿค”

for the next engine evolution I want it to have better optimization for multi-story levels (e.g. right now the occlusion culling is 2D only)
I guess that also means larger levels ๐Ÿค” but I don't have hubs planned (mostly because I don't want mandatory backtracking like the Q2 hunt for the powercubes crap - and I just don't have the resources to make a bigger game)

(+1)

So it is possible to also turn some prefabs into items? Because I did turn some custom meshes into prefabs and for some reason they don't appear in the item menu or number 3 menu.

I'm sorry I remembered wrong:
there is a seperate command  SQ    that only saves a single quadmesh as prefab and only that makes a screenshot
for the ones saved with SP   you need to  make a screen yourself and put it in the   quadmacro   folder for the editor to see
(I forgot that I used to just  do the two commands in sequence  to get around this  -- I guess the editor could also use a patch ๐Ÿค”