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3 Dimensional Chat / Making Levels - What Program/Format?

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Spyda9
21
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Joined: 15th Mar 2004
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Posted: 16th Mar 2004 11:28 Edited at: 16th Mar 2004 11:38
Hey People,

This might have been covered somewhere but I cant seem to find it.
Can someone tell me what is the best way to make levels and in what format.

I have expreience making levels in quark as .bsp's but from reading around Im starting to believe this is not the best way to make them for DarkBasic Pro...

What is the best way?
What is the best format?
What is a good program to make that format.. regardless of price. (Not too steep a learning curve would be nice)

I also have the latest version of maya... is that any good to make levels and models?
So far its just confused me...

Thanks
JeroenNL
21
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Joined: 4th Sep 2003
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Posted: 16th Mar 2004 12:20
I think you could use any modeller that can export to DirectX .x files. If you're looking for an easy-to-learn modeller (with not too much functionality at the moment), check out DeleD. That's my 3D modeller in the making and can export to DirectX .x too. I'll be releasing a new version later this week.

Use the free 3D modeller DeleD to get skilled in 3d editing! Visit http://www.delgine.com for more info.
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 16th Mar 2004 18:23
There is no 'best', there never will be. It all depends on what you're doing, your skills, and your budget.

There are three basic directions you can head in: matrix, BSP, or .X. Each has it strengths and weaknesses. Using a matrix works best for rolling hills and open terrain. BSPs work best for interiors, but there are some issues with using them in DBP. Direct X models are easy to create and digest, but require more object management.

Of course, all of this can change when the next update comes out since TGC has been very busy with FPSC and the technology from that will trickle into DBP.
--
TAZ

dark coder
22
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Joined: 6th Oct 2002
Location: Japan
Posted: 16th Mar 2004 18:31
why do you think .x files require more management, if anything matrecies and bsp require more object management

using the ng collision, its even easer to use than matrecies and bsp`s

zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 16th Mar 2004 20:11 Edited at: 16th Mar 2004 20:12
To get more frames per second out of a program that uses .X models, you may need to roll your own object hiding code. Also, BSPs are a one line wonder when they work right. A level made of .X models may have be be loaded and positioned via a script. (Sure, you could have one massive .X file, but that presents its own complications.)

Since levels can vary wildly in style and programming requirements, even my advice is not the 'best'. I just ask that people evaluate the options and then they can ask better questions.
--
TAZ

walaber
21
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 17th Mar 2004 05:55
don't forget the magical .dbo format, which is basically the .x format, but with more built-in DBPro options (like transparency, mipmapping, multi-textures), and much faster load times!

you can convert .x files into .dbo files with the convertor available on this forum.

as for using .dbo to make levels, the same problems and advantages apply as for .x files.

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 17th Mar 2004 18:18
VERY good point, walaber. If you're going to go to the trouble of creating your own .X level system, you would be well served by using the DBO format.

You can find the convertor here:
http://www.thegamecreators.com/?m=forum_view&t=22599&b=5
--
TAZ

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