Game Development Community

Creating interior with max ?

by Eckhart, Mark · in Torque Game Engine · 11/23/2007 (4:20 am) · 5 replies

Is it possible ( with or without plug-in) to create interior in max ( the map and dts file) so i can import it in torque ?

Thankx in advanced,
Gijs

#1
11/23/2007 (9:46 am)
You will have to use something like Game Level Builder for Max which requires you to load the exported .map file into a CSG modeling application *anyway* to texture it since you will lose all texturing data. It is best to use Max in conjunction with an application like Constructor or Radiant.

You could implement the polysoup resource, but then you would have to get your programming team to figure out a way to portal your geometry since you lose the benefits of portaled interiors.
#2
11/24/2007 (12:01 pm)
I'm looking for a 3d max 9 .map exporter, do some one know where I can fine one?

constructor is a nice tool for torque, but you can't make advance stuff in it. like in 3d max. I want to make visitor center, but it will look better if I make it in 3d max, but where can I finde a exporter that export in .map?
#3
11/24/2007 (4:03 pm)
Look for Game Level Builder. You will have to model correctly (ie. in Max you will have to model very closely to the same way you model in Constructor) and you will have to load the level into Constructor or Radiant to texture it. So don't waste time texturing your level in Max.

Actually, I would recommend not wasting your time in Max for .map export. It's truly not worth it.

You should be able to model a chunk of the visitor center in Constructor without a lot of difficulty. Then do the ceiling as a DTS in Max. Unless you need players to walk on the dome ceiling...
#4
01/18/2008 (4:00 pm)
Is there anything like this available for Maya 8.5 and 2008?
#5
01/18/2008 (4:59 pm)
If you make your objects correctly, you can export into DeleD and export it torque dif format using the torque exporter. But, you still have to follow the rules for making objects correctly, or it won't export. If you export to obj, you will keep your textureing intact.