A new level editor for the Halo games based on a CSG/Brush workflow, similar to Source/Quake level editing.
A new level editor for the Halo games based on a CSG/Brush workflow, similar to Source/Quake level editing.
https://user-images.githubusercontent.com/5684215/148701369-66ef75eb-520c-46e7-a6d0-914bbc6bbbed.mp4
The project is still early in development and some core issues need to be worked out. However, it should work as a solid proof of concept for those interested. Pull Requests for new features and bug fixes are welcome!
git clone --recurse-submodules -c core.symlinks=true https://github.com/GoomiiV2/Rampancy.git
Debug > Open Level UI > Materials
and then click Sync Materials from
Rampancy > Create Level
give it a name with no spaces and then click Create new Level
.Window > Realtime CSG Window
and dock it some where.Generate
tab and create a large box in the scene, this will be the level.F6
to compileGuerilla
, open the map scenario to configure the skySapien
, open the map to add and configure player spawnsF5
in Unity to run the map in halo_tag_test
A bit more indepth example of creating a level: https://github.com/GoomiiV2/Rampancy/wiki/Creating-a-new-level
As much as I love Blender and other dedicated 3D authoring software, I don't find them as fun to use as brush based editors like Hammer for Source. So why not try and bring that to the Halo games now that we have mod tools. As well as hopefully simplifying map creation and streamlining the process.
Mostly for Realtime CSG. The awesome CSG library that's the core of this is tied into Unity, which means I am too!
I was looking at TrenchBroom and a Quake map compiler, but then I wouldn't really have the useful Subtractive Brushes. Plus C# is nice <3
I like to do silly things and creating a new level editor for the old Halo games seemed a bit of a wild and silly thing to do. I figured that seemed like something a Rampant AI would do, so it felt fitting for the name of this.