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Level Data Nightmare!

Started by webjeff Jan 29, 2004 at 9:29 AM 5 replies 600+ views
Original Post
webjeff
webjeff
OH MY GOD! OK, I have an engine that loads x files, animates them, blah blah. However, I dont have a good way of loading levels, currently they''re all x files, I know, its a horrible way of loading levels in as x files like models. YES I KNOW OF WORLDCRAFT,QUARK, ETC. however, I dont want to write a loader class for those map formats because I just dont want to. So is there a class loader for those already wrote that I could use in my engine and give thanks to, or do you suggest another way. Thanks in advance, Jeff.
GroZZleR
GroZZleR
Whats wrong with .x files for levels?

Programming RPGs with DirectX shows how to load up an .x file for your world, then it runs through it and builds an octree. It runs just fine.

Perhaps you should look into how octrees work and do the same?
webjeff
webjeff
Well, I guess its not bad, but how do you do entities like doors and stuff, plus if its a two level building how do you detect the ground. Can you do stuff like that as an octree?

Thanks
Jeff
bcome
bcome
probably a hybrid of an octree and/or portal rendering system would fit your purposes



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OrangyTang
OrangyTang
quote:
Original post by webjeff
Well, I guess its not bad, but how do you do entities like doors and stuff, plus if its a two level building how do you detect the ground. Can you do stuff like that as an octree?

An Octtree is not some sort of magical data structure, its just a spatial partitioning method.

But the problems of level data is one I''m continually stumped by. So far I''ve come up with several methods:
1. Randomly generate everything. Just set a few parameters and go. Nice, effective for certain game types, but no artist-controled way of getting set pieces or unique elements.
2. Build your own editor. A long process but lets you do exactly what you want. See V-Script for one example :S. More difficult in 3d since the editor gets more complicated.
3. Import-and-add. A compromise: import static geometry like .x files or such, then zoom around them in your game view and place dynamic sections like enemies, powerups etc. Then get it to save this into another file that runs parallel with the original geometry file (or save the whole lot to something else).
4. Most game companies seem to use something like 3DS with custom plugins to acheive something like 3, but I don''t have the £££ to attempt that . I''ve toyed with the idea of writing plugins or entity descriptions for QuArK but I havn''t had time to learn Python and try it yet.

Hope that gives you some ideas.


[S-Type] [V-Script]
webjeff
webjeff
OrangyTang,

Your #3 is exactly what I''ve been trying to figure out and have been stumped. I have looked for a plugin for max cause that would solve my problem, however, I couldn''t find one, and writing one would be time wasting I think. Thats why I think your other suggestion of making some application that loads an x file for a level and then you can place objects where you want and export that to another format would be the best solution. Has anyone else done this or similar to this, what about triggers and stuff in games, like in worldcraft you can add those, but how would you do that in your own thing. I''m confused again.

Jeff

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