Game Development Community

Building...buildings

by Ben Immel · in Artist Corner · 01/03/2007 (12:46 pm) · 9 replies

I've read quite a few things around here about .difs, and I only have one question left, that I cant seem to get an answer. When I make a building, say, using QuArK, will it be a blocky version that I will have to make certain things, say, pipes, as a .dts and then position them how I want them to? or is there another trick to make them actually IN the .dif. An answer would be very appreciative.

#1
01/03/2007 (12:50 pm)
You will most likely have to create your detail work as a DTS, depending on the detail, thickness, and curve necessary.
#2
01/03/2007 (1:16 pm)
Thanks, so if I wanted to have, say, curving stairs that go up, most likely use a DTS? And in that, if I was to use an elevator, make the shape for the elevator shaft and then a DTS for the actual elevator?
#3
01/03/2007 (1:59 pm)
You can do the spiral stairs in DIF's but do the railings as DTS's. That way you can UV map the detail. Elevators, being boxy by nature, are good fodder for DTS's, though you will have to implement the pathed interior resource. You could use a DTS shape and Ramen Sama's DTS movement resource.
#4
01/03/2007 (3:07 pm)
Ok, and just two more questions, for a zip line like item, going from one rooftop to a lower on on another building, would i use a path also? and what would be a really good .dif program, Im hoping to upgrade from QuArK. Thanks for all the help! Very appreciated.
#5
01/03/2007 (3:15 pm)
Well, a zipline could be done as a simple DTS object, though you would have to move the player via a scripted path to make it work right.

Quark, 3D World Studio from Leadwerks, DeleD, and Constructor are the main ones right now. GameSpace has a level exporter plug-in and Max has Game Level Builder, both of which have specific requirements on modeling to create CSG compliant areas (or at least ones that aren't broken up horribly due to the conversion process). Constructor is still in beta.
#6
01/03/2007 (9:56 pm)
So I would use something along the line of tha AI path, or a special type of path? And thanks, I was messing around with 3D World Studio, it was really easy for me to use, does it export well? as in easy to use?
#7
01/05/2007 (6:40 am)
I'm partial to 3DWS for the simplicity of its interface. Exports have been slightly better than Quark's for me, although I still run into missing faces, bad brushes, and inexplicable crashes fairly often. Of all the tools I've tried, 3DWS is the pick of the litter.
#8
01/05/2007 (7:57 am)
I like 3DWS. I'm not sure what the release date for Constructor will be, but if you are serious about TGE development, I would recommend doing a time/cost analysis between Quark and 3DWS. If the time you save in 3DWS is worth the cost, then I would recommend getting it and then getting Constructor when it is released.

If you work in multiple engines, then DeleD or 3DWS are wonderful choices.
#9
01/06/2007 (9:39 pm)
Thanks guys, I think I'll save up the $80 or so for 3DWS, especially since its really easy for me to use, and constructor looks like it'll be good, just hope it doesnt come out too soon after I buy 3DWS. Thanks for your Help David and John!