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3 Dimensional Chat / Art-Pipeline in DBPro

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Tangent
21
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Joined: 21st Oct 2003
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Posted: 22nd Oct 2003 07:07 Edited at: 22nd Oct 2003 07:09
A few questions about DBPro's art pipeline, if someone has the time to field em.
Thanks.

Level Design/Editing.
I prefer to work directly in a 3d app, ie 3dsmax in my case, and export levels directly from there. Are there problems with this? Ie lightmaps/lighting, ai pathing, ect. Is there an export plugin to help with this? Is there an editor that people would recommend?

Which brings me to the second question:

Hardware Brushes/Static meshes in DBPro
Do any of the editors for DB handle static meshes? Ie In unreal/warefare, hardware rendered objects, built in a 3dpackage like Max or Lightwave, texturing, and then exported to unrealed. These objects are then instanced around a level.
Let me know if that makes sense, basically, I want to be able to put a much higher level of detail in my levels than a typical bsp editor will normally allow for, and want to 'decorate' my levels with hardware rendered mesh objects.
QuothTheRaven
22
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Joined: 2nd Oct 2002
Location: United States
Posted: 22nd Oct 2003 07:14
no, dbp supports bsp maps.

yes. mesh stuff.

Tangent
21
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Joined: 21st Oct 2003
Location:
Posted: 22nd Oct 2003 07:22
Er, sorry, just need to qualify those answers:
1. No, I can't do that, or no, it's not a problem?

2. Yes, it can handle static mesh/hardware brush?
QuothTheRaven
22
Years of Service
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Joined: 2nd Oct 2002
Location: United States
Posted: 22nd Oct 2003 07:25
no, it's not a problem

yes, dbp allows for mesh creation from a .x/.3ds object.

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