Game Development Community

Level Creation Using DIF

by Lathieeshe Thillainathan · in Game Design and Creative Issues · 03/25/2008 (7:42 am) · 22 replies

Hey,

I just wanted to ask a general question about creating levels. I know that its recommend to use DTS for characters and etc. I'm creating some sample levels to test out the pipeline and am wondering how people are creating there levels.

Currently i'm bringing in all the objects as DTS into constructors, like buildings, street, lamppost etc and making a simple level to walk through. Then exporting that whole thing out as a DIF. Then using the world editor, bringing in that DIF into torque.

Now i read that DIF is supposed to be used for interiors. I'm creating just a city block. Is this the smart way of doing it? I didn't want to use the world editor to individually bring in objects and align. It just easier in Constructor.

Any other method you guys are using to create levels, that aren't with terrains?
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#21
03/26/2008 (7:41 am)
I was thinking some object just bring them as static objects with no collision and make a simple collision planes. The player would never be able to go there anyway or interact with it, so why waste processing power.

Oh btw, Edward last night i went and checked out your Fantasci: Hidden War. Looking nice. How long have you guys been developing it.

Joti, thank you for the tip on max to constructor script. We will definitely try that out and see how it works out.
#22
03/26/2008 (9:53 am)
We have been in active productive development with a small group for a year now as of april, with some development prior to that. We are looking for new teammates. Drop me a line if your interested. MSN or just email racs333@hotmail.com

also you can check out the weekly blog at www.mydreamrpg.com, this is a new post as of today.
www.mydreamrpg.com/community/showthread.php?p=13109#post13109
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