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I need a piece of advice with this (will deld fit my game?)

 
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HexDump
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Joined: 30 Aug 2007
Posts: 4

PostPosted: Thu Aug 30, 2007 8:34 am    Post subject: I need a piece of advice with this (will deld fit my game?) Reply with quote

Hi everybody,

I´m thinking on buying worldstudio to have a full featured/general pupropse map editor for my games. At this time I´m thinking on building a game with 2D playability but with 3D graphics (think of an oldschool platformer with 3D tiles). So, I would like to know if world studio can create tiled worlds the way I need or if it is only aimed to worlds for fps, etc...

As a example of what I want to achieve is http://www.worldofspectrum.org/infoseekid.cgi?id=0004129.. I know it is a pretty old speccy game but the basis is the same. Tiled rooms, but for me it woundn´t be 2D tiles but 3D. If anyone has anyother ideas on how to build the rooms I would be really interested in hear from him .

P.D. I´m trying to decide between this world editor and 3d WOrld studio, and I want to prototype with blitz3D and build game with Ogre.

Thanks in advance,
HexDump.
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Thu Aug 30, 2007 10:45 am    Post subject: Reply with quote

for those maps i think DeleD is better. This qoute from another topic explains:
Quote:
3DWS is a brush-based level editor and is currently only good for creating low-detail levels, models have to be created in another editor, imported, and scaled correctly, while DeleD is also a modeler which can be used to create meshes(go figure) and levels with higher detail, all-in-one.


you want to create a side scrolling game, am i right? and ussually with those levels there are a lot of details and not really much done with brushes.
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HexDump
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Joined: 30 Aug 2007
Posts: 4

PostPosted: Thu Aug 30, 2007 12:11 pm    Post subject: Reply with quote

Yes, it is something like a side scrolling (not scrolling, only rooms). Anyway don´t you think brushes is exactly what I need? (I think of Brushes as bits of mesh that is placed in the world (for me this is called tiles too)). By the way I ´m not used to model on deled but in max, so, importing tiles from max I think won´t be a prob.

What do you think?

Thanks in advance,
HexDump.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Thu Aug 30, 2007 12:26 pm    Post subject: Reply with quote

Quote:
I think of Brushes as bits of mesh that is placed in the world


Important note: that is not what the 'brush' in brush-based modeler means. There, a brush means a piece of geometry that is twofold, convex and solid. Some people call it a "BSP object". Inside 3DWS, objects are either a brush or a mesh. A mesh being an ordinary 3D object made of polygons, a brush being a special piece of geometry obeying the restrictions as mentioned above. Brushes can not be edited using ordinary polygon tools, only through CSG actions.

If you've not seen it before, the concept can be fairly confusing (not to mention my hasty explanation above isn't exactly very clear), but it all comes down to this: if your engine doesn't require brushes (like the interiors in Torque), you don't want to be using them. You mention Ogre3D and Blitz: neither of those are brush-based engines, they are both polygon pushers.

Oh, before I forget, DeleD doesn't do brush-based modeling, only polygon-based. Levels with tiling elements would be build using prefabs and snapping. DeleD doesn't actually use instancing of tiles, the geometry would be copied (Blitz3D doesn't support instancing either, Ogre3D's .scene file format might or might not support it, but the .mesh format doesn't). There is currently a nice discussion on 'linking' going on in another topic that might apply to your way of doing level design as well.

Back to the original question, as a little help making a quick decision at this early stage of your project... Are you planning to write your own level loaders / exporters / etc? If not, does 3DWS support any Ogre exports yet?
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HexDump
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Joined: 30 Aug 2007
Posts: 4

PostPosted: Thu Aug 30, 2007 1:20 pm    Post subject: Reply with quote

Well, I have experience writing exporters for 3dsmax (my own engine). I don´t mind writing my own convertor or exporter. 3DWS seems to have published its inner format so I think it won´t be that a problem, what is true, is that 3dws doesn´t have ogre exporter.

In the other hand, ogre doesn´t suppor brushes, you´re right, but I think a world created with brushes can be tesselated to triangles using map to mesh convertors (If I don´t go wrong).

By the way, I don´t think having all geom (every room) in a mesh is a bad idea, better, it is the correct way to do it in terms of render speed, but I hope I could mantain "tiles" on tiled in order I would like to edit some bit, is it possible? I wnat this, because it is lota faster to edit rooms thorugh tiles than recreating geomtery for every room.

Thanks a lot for your interest and your information, I really apreciate it, gonna read now the link you supplied me

Thanks in advance,
HexDump.
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Mr.Fletcher
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Joined: 07 Aug 2004
Posts: 1772
Location: Germany

PostPosted: Thu Aug 30, 2007 1:36 pm    Post subject: Reply with quote

I would create every tile in one of those 3D editors mentioned and write my own little map editor where you just place the tiles on a grid. It's way more flexible that way, if you want to change the geometry of an existing and used tile, you don't have to delete all objects used in the scene and replace it with the new tile object. Also, your program will know that tiles are used multiple times, which can speed up your rendering (using display lists or vertex objects or whatever. It's been a while).
I can't tell what program fits your purpose the most, for I don't know the other one.
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HexDump
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Joined: 30 Aug 2007
Posts: 4

PostPosted: Thu Aug 30, 2007 2:31 pm    Post subject: Reply with quote

Yes this was another option I was thinking about. But I liked the idea to use a world editor because of the entity system, etc... to create diferent types of enemies, etc... and fill setup values, etc... from editor.

Anyway, thanks for the suggestion,

HexDump.
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stumcd
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Joined: 02 Jul 2006
Posts: 37
Location: Edinburgh - Scotland

PostPosted: Sat Sep 01, 2007 5:52 am    Post subject: Reply with quote

Since Delgine doesn't do instancing you could write your own convertor i.e. Make up all the "tiles" you need, use Delgine to draw the rooms then if you change the geomertry run it through your convertor to update all the rooms. I think objects have attributes now (too busy with my 1 year old to even download 1.7) so they could be used to "instance" each object (or just use the object name or a special marterial name).

--STU!
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Paul-Jan
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Joined: 08 Aug 2004
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PostPosted: Sun Sep 02, 2007 6:21 pm    Post subject: Reply with quote

Yeah, I'd do what stumcd suggests. Use prefabs for tiles, but mark them with a special 'custom attribute' (click on the ... button near the Primitive Tag that tells your converter which tile number/name it is.

I guess you are using tiling to make the levels smaller in disk footprint? Or are you actually going to use instancing techniques to render them?
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