Construct
by Vinny Polston · in Artist Corner · 02/18/2007 (1:41 pm) · 3 replies
I'm gathering my concept art together and getting ready to do some mapping.
I don't have TGEA yet, I'm buying it in May.
but that doesn't stop me from getting modeling and such worked on =]
Constructor isn't out yet..
couple of questions
1.) is it possible to model nearly all of the map in 3dsmax
-then import it into constructor
-then export to torque
2.) If I don't want to use atlas ( want to model everything, including the hills and such ). Do I have to use atlas or can I disable it?
The reason I don't want atlas is because my gameplay will be more like that of halo, or counter-strike. ie> closer/smaller
Thanks,
-Vinny
I don't have TGEA yet, I'm buying it in May.
but that doesn't stop me from getting modeling and such worked on =]
Constructor isn't out yet..
couple of questions
1.) is it possible to model nearly all of the map in 3dsmax
-then import it into constructor
-then export to torque
2.) If I don't want to use atlas ( want to model everything, including the hills and such ). Do I have to use atlas or can I disable it?
The reason I don't want atlas is because my gameplay will be more like that of halo, or counter-strike. ie> closer/smaller
Thanks,
-Vinny
#2
02/18/2007 (8:13 pm)
You probably want to check out the polysoup resource, as long as you don't have any players (only vehicles).
#3
02/18/2007 (8:44 pm)
Removing the terrain is as simple as pressing F11 to get to the mission editor and removing the terrain object. Just be sure you have the spawn points set up correctly.
Ben Jones
you don't have to use atlas if you don't want to, you can use legacy terrain if that suits you better, or you can use no terrain at all and just use interiors. I'm not sure how to do it because I'm not a coder, just an artist.
hope this helps and good luck on your game.
-Ben Jones