149687-world-editor-how-does-he-look-like

== Content ==
			
Hey everyone and especially the devs ^^!
 
Maybe some devs help me out, because my brain is thinking too much about stuff i may not know, but now I'm writing :D
 
So, I joined Wildstar some time ago before F2P. I enjoyed it when i was able to play it because of rare time i had the last year. The Game design is awesome in every aspect and just see the full work behind the Game. Textures have to be done, Models bein created, Scripts written, and much more. Of course, the Landscapes, Dungeons, Expeditions have to be created and I'm always inspecting every corner of a map or instance, to get impressions of how they designed it. There have to be no dead ends where people get stuck, fall into the void  and so on. Just wonderful work has been done there in Wildstar in my opinion!
 
Now, currently I have hundrets of games in my steam list, which means i enjoy every genre of games, but especially RPG's like Witcher, or MMORPG's like WoW, D&D NEverwinter, SWTOR  and of cause my fav. Wildstar :P and for FPS, there is the Half-life Saga. So many games have an world editor to create own levels, tracks or maps, but i have seen only a few for complex RPG's or MMORPG's. I'm a "mapper" and are always interested in development of games.
 
As an 11 y old kid ibegan mapping on an old 333MHZ PC and did an awful looking map in "World Craft" in Half-life. But it was fine, worked, wasn't polished but it was mine. So i was happy. There was only 56k internet but i uploaded my maps to an mapping community and they somehow landed in an mappack with hundrets of maps of an CD Magizine "Gamestar". This was quite cool and kept me moving on. Now its 19 years later and mapping is a nice hobby now. Just being not active right now, because of my missing time (Also never i could do it as a job sadly). So as a fan of Wildstar I wonder how your World Editor looks and works. Never saw any pics or videos of it. Maybe i missed them.
I suppose that most stuff ingame are models and done with some modeling editor like 3ds Max or Blender (Which i also try to get into, but so much to learn :D).
 
-Warning! Wall of questions approaching :D -
 
I'm just interested how it works. Got into Unity 3D and did some tutorial projects and got fast into that. Is it as complex like this or are terrain maps being created seperatly like in an simple editor to save the terrain? Is it just a big, sticked together landmass? Is the terrain splitted and loaded when needed to safe resources or is this only done ofer the max render distance? Is it as you, the mappers of Wildstar, easy to work with the tool? Took in long to get used to it?
Looking how huge Nexus is, what happens when two designer work on the world map? How is work put together there? Someone has to save and quit, or do you work the same time on one file?
 
Is the water level of the oceans variable and be Z = 0 ? Yeah, curious question but imagine myself playing around when i would start the editor first time :D Also is it variable so that you could flood nexus, even so we don't want that because loppholes would get flooded O.O Also there is no ground water so i assume, otherwise tunnels in the mid of landscape would be filled. Is the Ocean then a simple texture and what makes us swim then? A region in the terrain where we swim or something else?
 
At the Starcom daily zone, there is a huge, green energy shield where you can get the quests. Is this a model but into the scene or can you directly create entities in the editor out or brushes? (like making an opaque sphere as brush, give him an texture where maybe the color BLACK is the color for transparent, make it to entity lets call it "entity_wall", where you can set options for it like a name, Transparent color, being solid or not just as an example?
 
How do you test your stuff right in the editor? Is there a "Test" button, then it compiles, starts in the editor (or seperated?) and so it's right there on your screen where you can walk around, fly and test stuff just to recognise "Hmm, this path to the mountain is too steep, granks will roll down", then go back and correct it? Or do you have to compile, load it to an server, test it there connecting on it and look how it works?
 
SO many questions because I don't know anything about it and I still have questions. I'm not a pro and i hope to not annoy anyone with these questions and my awful english skills. Just a hobby mapper here who loves game design and especially game design in Wildstar. ^^ But maybe everything is just too "Indev" to know more :D
 
EDIT: Don't know where this thread fits in. First i thougth putting it under "Visuals" ... then Tech? So i choose general. Hope this is ok ^^
 
TL:DR: How does the world editor in Wildstar work?
			
				
	Edited February 15, 2016 by Krapfenmann	
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