So, what does it mean for an environmental modeler to "prepare a greybox"? I saw it in the responsibilities description for a job, and until now, I've never heard of it. I know that it's a cross between black box and white box testing for games, and I know what they entail, but where does an environmental modeler come into play, that he has to "prepare" it?
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From my experience: designer hands me a basic drawing of the level layout with run-times between capture points, I know a character can run x-units/second so I measure out and place capture points and plop boxes down representing various buildings and what-not.
The term greybox comes from building the levels with basic geometry (like boxes for instance) and it's generally untextured (flat grey). There are times that the team would use grid textures for scale reference to make sure jump heights and things are accurate.
The name will vary from studio to studio. We called it blueboxing at my old studio, primarily because we used a blue texture with a white grid.
There's more than just grey boxes to this initial pass, but you should get the idea.
If you don't, watch this and pause it at 1:26.
So when playing custom CS:S maps (made in the Hammer editor I think) you often see them made of orange untextured boxes sometimes with 128x128 or something written on them. I take it these would be 'grey box' maps?
http://artpass.tf2maps.net/
Yep, when working on source mods it was referred to as making a map with "dev textures", which meant the orange grid ones, but it means exactly the same thing.
I thought that was just to differentiate it from "The Black Box", a planned retail release of just Valve's new content, but I could be wrong.