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RPG maps
RPG maps
| Name: | Stephen Burns | |
|---|---|---|
| Date Posted: | Jul 05, 2006 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Stephen Burns |
Blog post
Hello All
In about 2 days I will recieve my update to lightwave Version 8.5/9 from 5.6.
Bellow is my old maps for a game like Baldur's Gate. Next week I can
start putting these parts into T3D to see if they work. Also I can get any
bugs out so the parts all can match up etc...
As you can see from the wire frames they are very simple for the rooms.
The maps look good from the lighting and textures.
I have added in a FPS shot. It looks ok from down there as well :).
No roof on the parts as well.
Update 12-07-2006
At the moment waiting for my lightwave hardware key to be updated.
Testing the first parts of the map in T3D and getting to know what T3D likes model wise.
Once the hardware key arrives I will output the first map items with lightwave 8.5.
I will miss the old 5.6 version :(.




The model below took 5 hours to complete.


The model below took 4 hours to complete.

Church was made back in 2004.



Stephen
In about 2 days I will recieve my update to lightwave Version 8.5/9 from 5.6.
Bellow is my old maps for a game like Baldur's Gate. Next week I can
start putting these parts into T3D to see if they work. Also I can get any
bugs out so the parts all can match up etc...
As you can see from the wire frames they are very simple for the rooms.
The maps look good from the lighting and textures.
I have added in a FPS shot. It looks ok from down there as well :).
No roof on the parts as well.
Update 12-07-2006
At the moment waiting for my lightwave hardware key to be updated.
Testing the first parts of the map in T3D and getting to know what T3D likes model wise.
Once the hardware key arrives I will output the first map items with lightwave 8.5.
I will miss the old 5.6 version :(.
The model below took 5 hours to complete.
The model below took 4 hours to complete.
Church was made back in 2004.
Stephen
Recent Blog Posts
| List: | 06/14/07 - Free Puzzle Design Kit released 06/08/07 - Being Confident 06/06/07 - Must have Bling and a budget 06/06/07 - Game development page, game finished 08/11/06 - Work and art 07/15/06 - One day Projects and fun 07/05/06 - RPG maps 05/09/06 - You have to lift, you have to believe |
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Submit your own resources!| Ramen-sama (Jul 05, 2006 at 03:07 GMT) |
| Stephen Burns (Jul 05, 2006 at 03:10 GMT) |
But first I will test it out myself in T3D.
Better to have it getting used then sitting on my hard drive.
Hold onto your hats Lightwave V9 is on its way :).
Edited on Jul 05, 2006 05:49 GMT
| Marcus (Jul 05, 2006 at 04:41 GMT) |
| Stephen Burns (Jul 05, 2006 at 05:07 GMT) |
I saw lightwave being used to make objects for Unreal 2004.
If the map objects just drop into T3D with ease then a map like the church only takes about 6 hours to complete (just one of them not the set). If the maps can just go in as objects into T3D then I can make some very nice maps real fast.
Edited on Jul 05, 2006 05:29 GMT
| Stefan Lundmark (Jul 05, 2006 at 06:32 GMT) |
(Like in your first scene, the boxes look very detailed although they are just boxes..)
You can make your level in DTS format fully, though it will lack collision and in general behave quite odd.
Hope that helps.
| Stephen Burns (Jul 05, 2006 at 06:47 GMT) |
| Ramen-sama (Jul 05, 2006 at 06:58 GMT) |
DTS can and is being used to make levels.
But i gotta say yours look a little too detailed to give great performance.
DIF has like only like one advantage. Portals.
Do you need portals in an overhead RPG...... NO. Not if the area is just one level deep.
Infact, i wrote a LScript for exporting object transforms to a file torque can open like a MIS file.
DTS supports full collision with players and everything things else i've tested.
You should make some custom collision meshes, basically just some walls, something to confine the player.
You'll just need to build your levels a little differently. How I do it is build an object, like a crate,and save it, export it as a dif. I'll do this for every object and room.
Then i'll load layout and piece together my "map" using the objects i've saved and exported. Then i'll run my magic script and it creates a file for torque to load.
www.garagegames.com/blogs/11127/10274
Check out my blog from a little while ago.
Edited on Jul 05, 2006 07:00 GMT
| Stephen Burns (Jul 05, 2006 at 07:22 GMT) |
| Thijs Sloesen (Jul 05, 2006 at 08:03 GMT) |
Edited on Jul 05, 2006 08:03 GMT
| Brian "Ayavaron" Ross II (Jul 05, 2006 at 08:25 GMT) |
| Stephen Burns (Jul 05, 2006 at 08:35 GMT) |
I enjoy the art work it just does not pay well anything :).
I have a Job interview tomorrow for a computer shop job. I will install windows and build systems for $ 25 a hour. Stack Shelves at a super market on the weekend for $ 18 a hour.
This is the reason why no high amount of games come out from indies.
It takes time to make games and time is money.
However the puzzle games are cake to make.
Edited on Jul 05, 2006 08:45 GMT
| Alexander "taualex" Gaevoy (Jul 05, 2006 at 20:29 GMT) Resource Rating: 5 |
What are the strong sides of Lightwave against 3DS Max?
I believe that such maps would benifit from using octree techniques in Torque, unfortunatly, it's not implemented and will require a lot of coding...
Edited on Jul 05, 2006 20:30 GMT
| Stephen Burns (Jul 05, 2006 at 21:28 GMT) |
I only use lightwave 3D so I don't know how good 3D max might be.
I like Lightwave because Babylon 5 was made with it :).
| Ramen-sama (Jul 05, 2006 at 21:48 GMT) |
| Alexander "taualex" Gaevoy (Jul 06, 2006 at 00:52 GMT) Resource Rating: 5 |
| Aun Arinyasak (Jul 13, 2006 at 03:17 GMT) |
Great Work !
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