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Why can't it be so simple?
Why can't it be so simple?
| Name: | Donald Teal | |
|---|---|---|
| Date Posted: | Mar 28, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
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Blog post
Things have majorly slowed down in regards to Valhyre. One major issue has been just getting all the legal mumbo jumbo out of the way. And now with that taken care of we have been able to turn our attention to actual work.
One of the main area's we are working on now is the implementation of structures into the test environment. Now I know most of you are thinking Sturctures are easy! Just load up Quark, or CS or anyone of the other BSP creators and let the juices flow. Well for us its not so simple. You see we have over 1000 pre-exisiting structures that were created for a different project and all were done in 3ds Max. Our castles, our houses, caves, dungeons, were all done in Max. Recreating them in another program would be cost prohibative.
On the simple structures we have found a slight workaround but its not idea. As seen here

We have received lots of advice on the "best way" to approach it but unfortunately none have worked for us so far. We know there has to be a way that will allow us to use the assets we have even if its not as good as redoing everything by hand. We can live with imperfect. Its much better than not at all.
The upside to everything is that while we worked on getting the structures lined out. We have been able to get other things worked out. such as Full flight abilities for the bastlurs, aging mechanisms to allow the bastlurs to age and grow over time as well as our complete line of weapons into the engine.
One of the main area's we are working on now is the implementation of structures into the test environment. Now I know most of you are thinking Sturctures are easy! Just load up Quark, or CS or anyone of the other BSP creators and let the juices flow. Well for us its not so simple. You see we have over 1000 pre-exisiting structures that were created for a different project and all were done in 3ds Max. Our castles, our houses, caves, dungeons, were all done in Max. Recreating them in another program would be cost prohibative.
On the simple structures we have found a slight workaround but its not idea. As seen here
We have received lots of advice on the "best way" to approach it but unfortunately none have worked for us so far. We know there has to be a way that will allow us to use the assets we have even if its not as good as redoing everything by hand. We can live with imperfect. Its much better than not at all.
The upside to everything is that while we worked on getting the structures lined out. We have been able to get other things worked out. such as Full flight abilities for the bastlurs, aging mechanisms to allow the bastlurs to age and grow over time as well as our complete line of weapons into the engine.
Recent Blog Posts
| List: | 03/28/07 - Why can't it be so simple? 02/16/06 - New information released 01/07/06 - Valhyre start |
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Submit your own resources!| Zod (Mar 28, 2007 at 18:41 GMT) |
| Ed Johnson (Mar 28, 2007 at 21:37 GMT) |
Are you using DTS shapes without collision..
DTS shapes with collision (possible, but slower),
or converted over to a BSP (DIF)?
| Steve Flowers (Mar 28, 2007 at 21:39 GMT) |
[url]http://www.maple3d.com/MainFrameGLB3Page.htm[\url]
Steve
Edited on Mar 28, 2007 22:36 GMT
| Thak (Mar 28, 2007 at 23:42 GMT) |
www.garagegames.com/blogs/8863/11953
seems like the best option with those models.
| Steve Flowers (Mar 29, 2007 at 01:09 GMT) |
| Dave Calabrese (Mar 29, 2007 at 03:55 GMT) |
Good luck!
-Dave Calabrese
21-6 Productions
| Donald Teal (Mar 29, 2007 at 14:35 GMT) |
| Dave Calabrese (Mar 29, 2007 at 15:24 GMT) |
I'd suggest reading up about the engines, possibly contacting their individual designers (ODE is free and open source, so if you are a small studio you might want to start there), and discussing this more in detail with them.
TDN Article on ODE: http://tdn.garagegames.com/wiki/Physics/ODE
| Donald Teal (Mar 29, 2007 at 15:48 GMT) |
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