well it doesnt make much sense because when you build a level you need to playtest it
it just donest end on "let me throw couple of boxes together and import it into editor, i am very sure my metric calculations are right and there is no way to do it wrong"
If the scale is incorrect after importing into editor, you should definitely fix it in the modelling program
When you make levels, you usually start making its collision model first, and import it as both collision and rendered model.
bruh isnt there less painful way?
bruh unreal editor that came out way before xxl in 1998 was capable doing things that we do nowdays with level design
The editor has a feature to convert the collision automatically to the level's geometry.
So you first test your collision model, and if it doesn't feel right, you modify and import again, and you're satisfied, you can start making a more detailed renderable model around the collision.
there is absolutely no way that developers were making level and then constantly jumping in and out between engine and modeling soft
Right, they modelled it in maya or whatever and made sure the scale is correct and then imported the finished model into the game...
gosh what kind of animals were they lmao
i cant wrap my head around
You must understand the level geometry in XXL is all one big mesh
What could be possible is that they made the collision in their editor.
ye i figured it out already
all i am saying is maybe there is a bit more forgivable way of creating levels
unreal tournament 1999 that came out had unreal editor and heck i used it and it worked perfectly the way any level artists should expect
you could build a level on fly and test it in it right away