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Creating a 3d platformer level

by Marcel Mercado · in Game Design and Creative Issues · 09/28/2009 (5:13 pm) · 1 replies

I'm looking to create a 3d platformer type level in torque 3d. I'm not exactly sure how to go about. I've worked with the unreal engine in the past and the vicious engine.

My flow was to create a level in my 3d program, then bring the pieces into the engine and build the level in the engine.
I did bring one asset into the engine following the Basic DTS hierarchy outline here
but for some reason the snapping wasn't working correctly(it snapped at weird areas)and since I had no grid lines on the editor It was very hard for me to line things up.

The example MBU on the Genre kit had the whole level as one mesh. Isn't this a big no-no? or is this how I'm suppose to do it with this engine.

Any and all help is deeply appreciated.

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#1
09/29/2009 (12:26 pm)
ok maybe my issue was a bit vague let me be more specific.

1.Can I use simple blocks(static mesh?) if I just want to initially block out the level?

2.Once that's been all laid out in the engine can I export all that information out into the 3d software to use as blocking mesh for my final assets, then re import all those new assets into the engine?

3.Will everything be back in place the way it was before I exported?

4.Or is there a better method in doing all this work?

I'm just initially trying to wrap my head over some kind of pipeline with the engine.