Delgine 3D Tools & Content DeleD Community Edition
Forums
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Level Editor capabilities?

 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    DeleD Community Edition Forum Index -> DeleD Community Edition
View previous topic :: View next topic  
Author Message
rakkar
Member


Joined: 06 Aug 2006
Posts: 3

PostPosted: Sun Aug 06, 2006 7:22 pm    Post subject: Level Editor capabilities? Reply with quote

I didn't see any information about the level editor capabilities in Delgine. What I want to do is given a level created in MAX, to place objects in that level, assign properties to those objects, assign properties to certain faces of the object, and lastly to export the object along with those properties into Ogre3D.

Can Delgine do this? If not, which parts can it do and which parts do I need to write?
Back to top
View user's profile Send private message
Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sun Aug 06, 2006 8:21 pm    Post subject: Reply with quote

Basically, AFAIK, Ogre3D doesn't have any specific support for level definition, so there is no one-step integration solution for it in DeleD.

The question is a bit generic, but what I'd do is
a) export the different models as Ogre meshes using the Ogre Exporter
b) Import the level from .max through the obj/3ds importer, light it up, and export the level geometry to a lightmapped Ogre mesh
c) place the objects in the level in DeleD, mark the primitives with specific tags, and write a small exporter/convertor to convert that data to a proprietry 'scene definition format', and load that into Ogre combining (a) and (b).

DeleD doesn't allow you to mark individual faces. However, you could use a dedicated material for those properties and use that to mark the faces.
Back to top
View user's profile Send private message Visit poster's website
rakkar
Member


Joined: 06 Aug 2006
Posts: 3

PostPosted: Mon Aug 07, 2006 3:51 pm    Post subject: Reply with quote

Yeah, I was intentionally generic in my wording to see if you had any high level solutions in place.

I know that Delgine has the ability to model as well as level edit. Is the modelling capabilities up there with Max and Maya such that I don't need to buy those tools but can have my artists use Delgine directly? Or is Delgine more of a level editing tool than a modelling tool?

One of the lead artists at the company I work said that Softimage is better than both Max and Maya and cheaper now as well. So I was looking into using that but I didn't see an importer among your importer list for Softimage. Is there one?
Back to top
View user's profile Send private message
Jeroen
Site Admin


Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Mon Aug 07, 2006 4:35 pm    Post subject: Reply with quote

Hi there rakkar, and welcome! Smile

rakkar wrote:
I know that Delgine has the ability to model as well as level edit. Is the modelling capabilities up there with Max and Maya such that I don't need to buy those tools but can have my artists use Delgine directly? Or is Delgine more of a level editing tool than a modelling tool?

One of the lead artists at the company I work said that Softimage is better than both Max and Maya and cheaper now as well. So I was looking into using that but I didn't see an importer among your importer list for Softimage. Is there one?


Well, you can't really compare a $59,95 dollar application to an application that costs thousants of dollars. We focus on lowpolygon modeling, having subdivision tools in place like connect vertex/edge, split edge, merge polygon, inset etc and continually adding new ones. Combined with CSG, UV editing and lightmapping, you'll have a very complete modeler for your gaming needs. That is, where static models/levels are involved.

I don't know which formats XSI Softimage supports or if it has its own format. If the latter is the case, can you direct us to information about that format so we can see if we can create a plugin for it?
Back to top
View user's profile Send private message Send e-mail Visit poster's website
rakkar
Member


Joined: 06 Aug 2006
Posts: 3

PostPosted: Tue Aug 08, 2006 3:28 am    Post subject: Reply with quote

I haven't worked with it personally so I can't help you there. Here's a webpage that I think might have info on it
http://www.softimage.com/products/xsi/default.aspx

It's only $500 for the cheapest version so is much more affordable than Max or Maya and the artist I was speaking to swore by it.
Back to top
View user's profile Send private message
louis
Member


Joined: 25 Mar 2005
Posts: 53

PostPosted: Tue Aug 08, 2006 11:37 am    Post subject: Reply with quote

Softimage XSi is actually a partner of Ogre (not sure what that means in Open Source terms) and therefore the expoter should be fully functional and remain bleeding edge in terms of supporting the new flavours of the Ogre engine. - Softimages scalability and tiered pricing seems like a great idea, however as you can see from the gallery etc Deled gives everything a run for it's money - though it wouldn't be a first choice for organic stuff like trees etc and of cours there's no animation (yet?) so avatar models would have to hit another platform anyway .. like Blender or Fragmotion ???
Back to top
View user's profile Send private message
jwatte
DeleD PRO user


Joined: 26 Apr 2006
Posts: 513

PostPosted: Tue Aug 08, 2006 7:03 pm    Post subject: Reply with quote

The biggest limitation right now is that DeleD doesn't support showing sub-selections to plug-ins (so you can't select faces and run a plug-in to attach some data to those faces). DeleD also doesn't support hierarchy (so you can't create a "dummy node" to show where something should go in engine).

Instead, you have to use materials with well-known texture names, and map the appropriate faces/objects using those materials. Then in the engine, look for the well-known textures, and do the right thing with those pieces. It's a little bit cumbersome, but works fine as a work-around for now.
Back to top
View user's profile Send private message
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    DeleD Community Edition Forum Index -> DeleD Community Edition All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum