Will the new SDK for SR2/3/4 be a Gui type

You can see what's probably the world editor at 1:23 in this video. Though I am curious to see some clearer screenshots. It looks like Microsoft Office (with the Ribbon) except I think it has a Volition logo instead of the Office logo.
I know it won't be any time soon, but I sure hope it can be released at some point!
Yes, that is the editor. I was thinking there was a SR3 video with Jon Schmidt in it that had much more screen presence...found it

 
hmm,
So do you use this editor for most things or if not how do you correctly place objects...say leaning a trash can against a building...Do you just type it in using a coordinate system like
longitude and latitude?

I am just trying to learn/understand how you can make such fine looking cities without seeing it as you do it.

I have yet to ever make any mods for any of the Saints Row games (Just the Fallout games and I am working on a Indy 2d RPG game I plan on selling if I ever finish it) but I do have some thoughts on what I might want to try.
I was thinking if there was a Gui, I could do what I've done in some of my Class's using UDK, Copy whole land mass's and move them and or copy them...(I have read in other posts though were you talk about memory problems/limitations not really sure I understand whats that about, my PC for example has over 6gb's of hard drive space, 8 core amd cpu and 12 gb ram and a 2gb Video card)...

I was thinking (in my mind not having any grasp on the problems/difficulties you have using the SR engines) say copy the Steelport 1950s map, pasting it some ware near the modern Steelport, as an Island and then connecting a bridge...

I've made huge outdoor maps in UDK (http://youtu.be/BolnM_zokCI) (and this map http://youtu.be/qOmZ-8p-LVg) and though there were Frame rate issues (my guess is because of Lightmass problems and because of the size of the map), but there appears to be room in the water area to try such a thing. (course I also say this not having seen an aerial map of 50's steelport, but it appears to not be that large).
 
World creation happens in that tool. Everything from dropping buildings and roads to environmental effects. If you wanted to put a trashcan into the world you would grab a trashcan and drag it over to the world window. It's very similar to 3DS Max control-wise since it needed to be friendly to artists building the world. About the only thing you don't do in the world editor is build vehicles and humans.
 
Oh wow. That's.. a pretty nice toolset. Is the stuff like say dynamic texture tiling across your extended road part of the game engine or is that specific to your toolset and anything we had would have nothing of that functionality?

Now I'm hoping any future games you guys make will also include modding abilities of some level built in from ground up, and I'm really hoping for that sort of editor to play with them with! :D
 
hmm,

I was thinking if there was a Gui, I could do what I've done in some of my Class's using UDK, Copy whole land mass's and move them and or copy them...(I have read in other posts though were you talk about memory problems/limitations not really sure I understand whats that about, my PC for example has over 6gb's of hard drive space, 8 core amd cpu and 12 gb ram and a 2gb Video card)...

I've made huge outdoor maps in UDK (http://youtu.be/BolnM_zokCI) (and this map http://youtu.be/qOmZ-8p-LVg) and though there were Frame rate issues (my guess is because of Lightmass problems and because of the size of the map), but there appears to be room in the water area to try such a thing. (course I also say this not having seen an aerial map of 50's steelport, but it appears to not be that large).


The famous probleme with frame rates droping while editing/creating with SDK/UDK.

I understood this while Fallout 3 was the dope. The main probleme with us is details. We like details.
The thing is, each objects has a high rez version and a low rez version OR the game calculate less polygones.
In Saints row, fallout, oblivion...etc, from a distance, you see the low rez version, you don't mind because it's far. when you get closer it switch to the high rez.

But using SDKs, the game only calulate high rez even when you're far. And if you're far, there is way more things on screen... so drop rate!

Another case is, let's face the fact, we're not better than the guy paid for it!
Sometimes we thing that adding things here and there is so obvious we wonder why the "pros" didn't do it.
It's because "they know". They're limited, not by their material but by ours! their games HAVE TO run on the minimum specs.
So this is why creating a big sharable mod is hard!
 
Oh wow. That's.. a pretty nice toolset. Is the stuff like say dynamic texture tiling across your extended road part of the game engine or is that specific to your toolset and anything we had would have nothing of that functionality?

Now I'm hoping any future games you guys make will also include modding abilities of some level built in from ground up, and I'm really hoping for that sort of editor to play with them with! :D
Which is one reason Saints Row 5 needs to be made. :)
 
Which is one reason Saints Row 5 needs to be made. :)

It will be i doubt that koch media will pay $22m for volition and saints row if they didnt plan on making more saints row

OT: I think that maybe once the sdk is released and given a little time to mature; even if volition cant find a feasible way to release the CTG editor then a modder could create an editor simular to how fans created MooMapper for GTA3 and Vice City so thats what i hold out my hope for an editor to
 
It will be i doubt that koch media will pay $22m for volition and saints row if they didnt plan on making more saints row

OT: I think that maybe once the sdk is released and given a little time to mature; even if volition cant find a feasible way to release the CTG editor then a modder could create an editor simular to how fans created MooMapper for GTA3 and Vice City so thats what i hold out my hope for an editor to
What does CTG stand for?
 
What does CTG stand for?
Core Technology Group. It is the guys and gals that produce the engine, editor, toolchain, etc. They don't make game content, but they make the things that make the game content.
 
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