I created this video early in pre-production on Red Faction Guerilla to help communicate some ideas that I had at the time for building terrain and placing structures in a rapid, non-linear manner.  Some of these ideas were incorporated into the proprietary editor used on RFG.

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The tool was mocked-up inside of 3dsmax using a combination of maxscript, modifiers, and wired parameters.  Even though it appears to be a functional tool in the video, it is really just a demo turning on/off parameters and moving them around to show how such a tool set might be designed and used.

**FWIW, I never recommend building world editors inside of DCC apps.  We’ve gone down this road and it works, but it doesn’t scale well and becomes very slow and hard to work with in fully loaded production settings.