Game Development Community

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

#1
02/18/2007 (2:34 pm)
You can make interiors with the help of game level builder inside of 3dsmax export them as .map files, then you should be able to import them into 3d world studio or any program that lets you import .map files (constructor too probably) you can then use map2dif to convert the .map files to dif files, just drag the .map file over the map2dif.exe

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
#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.