Requirements' briefing
by Gg · in Game Design and Creative Issues · 12/20/2004 (1:51 pm) · 4 replies
It is extremely dispersive to gather there and here in order to see what it takes to begin; "use this", "no, use that", "better this", "no, better that", "first this, then that and that"... This is not the way.
Can someone post some brief requirements in order to get started optimally? I mean:
what's needed to build models, brushes, textures (and to apply textures), and import 'em into TGE
Can someone post some brief requirements in order to get started optimally? I mean:
what's needed to build models, brushes, textures (and to apply textures), and import 'em into TGE
About the author
#2
This is my order (from what I've understood):
maps=difs=walls etc, with Quark or other map editors;
dts(that is "meshes")=furniture, with LW, then exported with gnometech. Right?
what's about cartography shop? Can it merge many of these features in one (except for building textures)?
12/20/2004 (2:18 pm)
Reverse order: of what is composed a game (or anything running into TGE; in my case, the walls/floor/ceiling of an apartment, its furniture), and what are the optimal instrumenst to build each part of it?This is my order (from what I've understood):
maps=difs=walls etc, with Quark or other map editors;
dts(that is "meshes")=furniture, with LW, then exported with gnometech. Right?
what's about cartography shop? Can it merge many of these features in one (except for building textures)?
#3
12/21/2004 (6:51 am)
Cartography Shop is a CSG editor like QuArK, though more intuitive.
#4
12/21/2004 (8:02 am)
I've finished to try it; it lacks many features and yet common 3d methods, although it seems much more easy to use.
Associate David Montgomery-Blake
David MontgomeryBlake
- Polygon editing packages such as Lightwave, 3D Studio Max, Maya, GameSpace, Milkshape, etc.
What's needed to build brush-based levels?
- Quark
- Modeling application with a .map exporter. Your mileage will vary, though, as most traditional 3D packages were never meant to be used to create brush-based artwork.
What's needed to build textures?
- It depends. I use a combination of Photoshop, Texture Maker, Pro Motion, and digital photos. I combine these with Lightwave's texture tools to bake the textures I want.