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warcrest DeleD PRO user
Joined: 15 Aug 2007 Posts: 16
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Posted: Thu Oct 04, 2007 2:14 am Post subject: REQ: Freeworld3d importer |
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'Cause you can't create levels in Freeworld3d and Deled considers wiggling a few vertices landscape generation. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Oct 04, 2007 8:21 am Post subject: |
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I have two concerns over this request:
1. According to the FreeWorld3D specification, it is a world editor supporting the import of many mesh file formats, so are your sure the workflow shouldn't be the other way around? As in, you create your meshes in DeleD, then create your world in FreeWorld3D, place your models, and export it from there?
2. Doesn't FreeWorld3D export massive terrains? DeleD 3D is a low-med polygon editor, loading a couple billion of terrain data vertices won't really work...
I haven't got any in-depth knowledge about FreeWorld3D, so if both concerns are non-issues please say so! |
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warcrest DeleD PRO user
Joined: 15 Aug 2007 Posts: 16
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Posted: Thu Oct 04, 2007 3:43 pm Post subject: |
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Not a world editor, no.(Although they say it is.) It's a terrain generator with object placement capabilities, supporting a few formats for importing.
It supports terrain resolutions up to 2048x2048, but as small as 32x32. OK, 2048x2048 is massive.
It can export to Ogre.
Right now my current pipeline consists of l3dt -> freeworld3d(using the heightmap and base textures). Once modified with freeworld -> Max(using the heightmap) to delete any unsuspecting polys to make way for outdoor to indoor transitions.
Everything uses the heightmap.
Can I change this request to have DeleD support heightmaps?[/i] |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Thu Oct 04, 2007 5:11 pm Post subject: |
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The feature page says it can do .3ds, ,obj, and .x. All formats DeleD can already import. _________________
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warcrest DeleD PRO user
Joined: 15 Aug 2007 Posts: 16
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Posted: Fri Oct 05, 2007 1:39 am Post subject: |
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It can only import those file formats so you can place those meshes on the terrain. The only thing it exports to is a generic ascii or xml(which only points to the heightmap and textures used) and ogre.
I wanna load a terrain and build my levels on/in it.
I know, that's why people have a dozen different programs, 'cause this one doesn't do that and that one doesn't do this. Wouldn't it be nice to have one program that does it all? |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Oct 05, 2007 6:40 pm Post subject: |
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Nah, Daaark, I tried that once and it doesn't manage my e-mail, nor does it do version management for my design documents. I mean, "do it all" really means "do it all", right? |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Fri Oct 05, 2007 9:13 pm Post subject: |
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Do it all! |
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warcrest DeleD PRO user
Joined: 15 Aug 2007 Posts: 16
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Posted: Sat Oct 06, 2007 2:39 am Post subject: |
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Hehehe. Well, Daaark, that would be nice, but for only a few bucks more, I could buy a small country, which is what I'm really saving up for.
Don't get me wrong, I wasn't bashin' anything, it's just hard to find something that allows me to work the way I envision the work being done. In this case, literally from the virtual ground up(or down).
Generate a terrain, cut it up into manageable pieces, build my levels on(or in) those sections and place my entities/detail meshes/waypoints/triggers. Then all I have to do is call each section in code when the character object trips the right triggers and Poof! there it is.
Terrain generators don't allow for deleting faces for those outdoor to indoor transitions, which is why I need to import it into a mesh editor. Yeah, I could put doors which trigger the engine to load the next piece, but that detracts from a game imo. I'm going for something like Dungeon Siege that loads sections as the character nears them without having to stop and watch a loading screen. |
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