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Beyond Virtual

 
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Chiselbrain
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Joined: 24 May 2006
Posts: 4

PostPosted: Fri Sep 08, 2006 1:53 pm    Post subject: Beyond Virtual Reply with quote

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

PostPosted: Fri Sep 08, 2006 2:56 pm    Post subject: Reply with quote

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. Smile
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Paul-Jan
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Joined: 08 Aug 2004
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PostPosted: Sat Sep 09, 2006 1:40 pm    Post subject: Reply with quote

Yeah, you can get the free .OBJ exporter from here, and the importer from here.
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granada
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Joined: 07 Aug 2004
Posts: 1955
Location: England

PostPosted: Sun Sep 10, 2006 2:50 pm    Post subject: Reply with quote

Quote:
gekido
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Re: DeleD
« Reply #3 on: September 08, 2006, 11:41:26 AM »

--------------------------------------------------------------------------------
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.

Glad to hear that guys,i've just got the silver edition.I've got to start doing more than just building Wink .
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Paul-Jan
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PostPosted: Mon Sep 11, 2006 7:28 pm    Post subject: Reply with quote

Cool! Make sure to keep us updated from the user point of view there. Very Happy
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Chiselbrain
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Joined: 24 May 2006
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PostPosted: Tue Sep 12, 2006 2:27 pm    Post subject: Reply with quote

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
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PostPosted: Tue Sep 12, 2006 4:14 pm    Post subject: Reply with quote

It would be cool to use DeLed levels in Beyond virtual direct as a DMF file with lightmaps Wink .

Dave
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Chiselbrain
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PostPosted: Tue Sep 12, 2006 4:17 pm    Post subject: Reply with quote

Yeah, thats what I meant, with lightmaps also Very Happy WYSIWYG. We can only hope.
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