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Level creation

Started by Chris_N Jan 23, 2006 at 6:27 PM 4 replies 800+ views
Original Post
Chris_N
Chris_N
Hi. I woundering how commercial companies are dealing with the export of levels( All the static(things that you can't move) shapes), from Maya/Max to the game engine. Do they Export components and then in a editor put all them into one level, or do you place all object in the maya scene and then export everything in one go. The game im making is an adventure game like Final Fantasy 10( so refering to how you think they did it is very welcomed). Thanks for answers / Christoffer
/ Christoffer Nyberg( www.christoffernyberg.com )
hplus0603
hplus0603
The answer varies all over the map, depending on what the technology is.

For BSP-based FPS-type games (Half-Life 2, etc), you build geometry in a custom editor that's dedicated to the engine in question.

For certain consoles and games with fully custom geometry levels, you'd build the entire level in Max, and export it and "bake" it using custom plug-in tools. I know EQ built their levels this way, for example. (You may use detail objects/props that you place afterwards, too)

Another approach is to use heightmap-based ground elevation, and use a placement editor that places objects ("culturals") on the ground; the runtime then generates terrain from the heightmap and loads the individual objects.
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Chris_N
Chris_N
EQ?
/ Christoffer Nyberg( www.christoffernyberg.com )
Madster
Madster
Everquest
Working on a fully self-funded project
SimmerD
SimmerD
For our engine, the level artist uses Max to make the main static geometry, then brings it in as a .x file, applies textures in our editor, then adds decals, lights, entities, etc. in our editor.

If I'd have known that we would build levels this way, I may have made the editor a max plugin instead of a separate application...

Chris_N
Chris_N
Quote:
Original post by SimmerD
For our engine, the level artist uses Max to make the main static geometry, then brings it in as a .x file, applies textures in our editor, then adds decals, lights, entities, etc. in our editor.

If I'd have known that we would build levels this way, I may have made the editor a max plugin instead of a separate application...



Thanks for information, by the way is it out or indoor levels?

/ Christoffer Nyberg( www.christoffernyberg.com )

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