Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / 3D MAX 5

Author
Message
Eternal Darkness
21
Years of Service
User Offline
Joined: 12th Oct 2003
Location: Area 51
Posted: 1st Nov 2003 14:27
Hi,

i'v been through all the tutorials that come with this program and nothing really tells me the best way to start making the the level for my game .

can any 1 help or tell me a site.

Thanks
Genesis Rage
21
Years of Service
User Offline
Joined: 5th Oct 2003
Location:
Posted: 1st Nov 2003 15:09
basically all i do is start with a bunch of boxes and make the basic geometry of the level... then go through and clean up anything that is not needed or not even visible (to cut down on poly's)... then unwrap the UVW's so i can texture it... then export it...

with making a level, it is basically up to you... however you find is the easiest for you... play around a little bit... because there isnt just one way to do it.

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro 128mb 8xAGP, XP Pro
Tangent
21
Years of Service
User Offline
Joined: 21st Oct 2003
Location:
Posted: 1st Nov 2003 17:21
I generally start with making an asset list.
Sort of a list of everything needed in the level, from desks to potted plants, and start designing on paper. If the game has more than one level, start with reuseable objects, make a library.
Takes a bit to get started, but it'll help in the long run.
MicroMan
21
Years of Service
User Offline
Joined: 19th Aug 2003
Location: Stockholm, Sweden
Posted: 2nd Nov 2003 04:51 Edited at: 2nd Nov 2003 04:51
As with everything, it's probably good to start with simple shapes like boxes and planes and then add detail as you go along -- like you do with almost everything in 3d modelling.

As you say, you got to have a plan, so making lists beforehand is good. Make a plan of how the level looks on paper as well. Get everything on paper before you start to model. That way you can iron out a lot of problems that you won't anticipate until you come up against them.

But when you start modelling, just start out with large simple shapes and then gradually refine them. That's what I do. Though at present I suck at texturing, but I've got some good large levels.

-----
They SAID that given enough time a million monkeys with typewriters could recreate the collected works of William Shakespeare... Internet sure proved them wrong.
-----
Falelorn
22
Years of Service
User Offline
Joined: 19th Jun 2003
Location: Canada
Posted: 2nd Nov 2003 05:55
Here is my 2 cents on how to design a indoor and then a out door level.

Indoor.

Write down everything you want in that level, monsters, loot, NPCs, traps, lights, describe the area.

Draw out on hex or graph paper the level, and mark each room, hallway, etc with identifiers (R1 or something). Then list each one, and describe the room, hallway etc.

Once done, do this.

Use basic shapes to make hallway sections, rooms, etc, then peice them together, after each one is done. Its easier to work on smaller files then larger ones.

Then peice them together in the program, or modeler.

Outdoor design.
This is what I do, this is how I have to do each area. Its involoved, but when I have 9 people take what I have done afterwards into their areas of expertise, descriptive details help.

Use graph paper, or Terrain Mage or another type of program and design the entire outdoor level, either its a island, or continent, or a whole world.

Make each section into grids, then make basic details of the area onto a new peice of paper. NOW. Describe the areas, mountain, forest, swamp, cities, etc.

Then take each grid area and begin to come up with details, lay of the land, shape, sounds, placeables, etc.

Go more detailed, with drawing, the lay of the land, where everything is. and make sure it works from grid to grid, sub grid to sub grid.

The entire land mass for the RPG im working on with Level 10, is over 300 pages of graph paper that I have drawn, redrawn, etc. Its taken months. but its so detailed, If I left the project, anyone could take it and move forward. Now the land is huge, and detailed, and larger then most would need. But you get the drift.

Its amazing what you will forget. Its best to plan now then screw up later.

Especially if you want to push the idea to a publisher, shareware publisher, etc. You have to have documentation. And it makes the whole thing easier later on, even if its a just a hobby project.

QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 2nd Nov 2003 07:53
Learn convert to editable mesh, extrude, bevel and boolean and you have your level making commands right there.

Genesis Rage
21
Years of Service
User Offline
Joined: 5th Oct 2003
Location:
Posted: 2nd Nov 2003 12:37
ive heard the an editable poly is better than mesh... dont really know though... i just use edit poly... and objects are fine in DBP... guess it might just be a user preference.

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro 128mb 8xAGP, XP Pro
Shadow Robert
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 2nd Nov 2003 12:50
personally i start out with a couple of concept sketchs from an isometric kinda view (think its called 2.5d in games) and then just figure out what will be create seperately.

So lets say your making a a fishing game, and you have a lake that looks like an 8 only the little center bit is an island.
What i'd do is create the ground, then the trees, followed by lake itself and the boat.
if you have a water fall you'd make that as part of the ground and then break it away so you can load it second to flow with the effects you need to give it ... just like you'd have to figure out some template for the falling water.
then ofcourse finally add in the skybox and clouds

just about what your doing really and how you feel like going about it ... no right or wrong way, just make sure you start else it'll never be finished


To Survive You Must Evolve... This Time Van Will Not Escape His Fate!

Login to post a reply

Server time is: 2025-06-27 04:52:36
Your offset time is: 2025-06-27 04:52:36