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Chiselbrain Member
Joined: 24 May 2006 Posts: 4
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Posted: Fri Sep 08, 2006 1:53 pm Post subject: Beyond Virtual |
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Does anyone here use DeleD for level design for use within a game engine called Beyond Virtual? If so I was wondering what the pipeline was like. Beyond virtual requires an external modeler for level/environment creation. They mention that DeleD works with the engine. I'm just looking for some advice and what process you use to get the content out of DeleD to the engine.
Lon |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Fri Sep 08, 2006 2:56 pm Post subject: |
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The guys from Beyond Virtual let us know that BV supports the OBJ format. As DeleD can import and export OBJ, you can use DeleD with BV. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sat Sep 09, 2006 1:40 pm Post subject: |
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Yeah, you can get the free .OBJ exporter from here, and the importer from here. |
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Sun Sep 10, 2006 2:50 pm Post subject: |
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gekido
Administrator
Hero Member
Re: DeleD
« Reply #3 on: September 08, 2006, 11:41:26 AM »
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i've been discussing deled export with the original developers - we're working on a method for exporting deled's lightmaps to BV as well - they are very interested in making a solid Deled -> BV pipeline, so we should see some progress in this in the near future.
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Glad to hear that guys,i've just got the silver edition.I've got to start doing more than just building . _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Mon Sep 11, 2006 7:28 pm Post subject: |
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Cool! Make sure to keep us updated from the user point of view there. |
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Chiselbrain Member
Joined: 24 May 2006 Posts: 4
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Posted: Tue Sep 12, 2006 2:27 pm Post subject: |
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For those of you unfamiliar with Beyond virtual, how a compatible model file formats work is like this, DeleD for instance:
You create your game level in DeleD and then in BV add it in the game editor through the menu and it drops right in without converting anything. From then on if you do any changes to the level in DeleD it will automatically update in the BV game editor next time you go into it. Since DeleD is made for doing game level environments, its a perfect marriage.
I hope this gets done, it would be a great way to design levels for a game that doesn't require you to take out a personal loan for lightwave or Max. Let’s face it, us indi developers have to be penny pinchers.
What’s really cool is that Milkshape is already a compatible file format with BV and the native Milkshape files can be simply added to the engine. I also see that they just added an FBX exporter specifically for BV. The FBX export has been adjusted to export pivots, so that it can be used for cars.
With DeleD and Milkshape both as compatible tools the world opens up for Indies.
Lon Flickinger
Chiselbrain Software |
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Tue Sep 12, 2006 4:14 pm Post subject: |
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It would be cool to use DeLed levels in Beyond virtual direct as a DMF file with lightmaps .
Dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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Chiselbrain Member
Joined: 24 May 2006 Posts: 4
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Posted: Tue Sep 12, 2006 4:17 pm Post subject: |
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Yeah, thats what I meant, with lightmaps also WYSIWYG. We can only hope. |
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